Merge pull request #10225 from reaperrr/disable-turret
Disable WithSpriteTurret until build/transform complete
This commit is contained in:
@@ -56,7 +56,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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public class WithSpriteTurret : UpgradableTrait<WithSpriteTurretInfo>, ITick, INotifyDamageStateChanged
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public class WithSpriteTurret : UpgradableTrait<WithSpriteTurretInfo>, INotifyBuildComplete, INotifySold, INotifyTransform, ITick, INotifyDamageStateChanged
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{
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public readonly Animation DefaultAnimation;
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protected readonly AttackBase Attack;
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@@ -65,6 +65,9 @@ namespace OpenRA.Mods.Common.Traits
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readonly Turreted t;
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readonly Armament[] arms;
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// TODO: This should go away once https://github.com/OpenRA/OpenRA/issues/7035 is implemented
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bool buildComplete;
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public WithSpriteTurret(Actor self, WithSpriteTurretInfo info)
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: base(info)
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{
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@@ -75,11 +78,14 @@ namespace OpenRA.Mods.Common.Traits
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.First(tt => tt.Name == info.Turret);
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arms = self.TraitsImplementing<Armament>()
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.Where(w => w.Info.Turret == info.Turret).ToArray();
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
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DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => t.TurretFacing);
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence));
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rs.Add(new AnimationWithOffset(
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DefaultAnimation, () => TurretOffset(self), () => IsTraitDisabled, p => RenderUtils.ZOffsetFromCenter(self, p, 1)));
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rs.Add(new AnimationWithOffset(DefaultAnimation,
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() => TurretOffset(self),
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() => IsTraitDisabled || !buildComplete,
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p => RenderUtils.ZOffsetFromCenter(self, p, 1)));
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// Restrict turret facings to match the sprite
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t.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
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@@ -116,5 +122,12 @@ namespace OpenRA.Mods.Common.Traits
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var sequence = Attack.IsAttacking ? Info.AimSequence : Info.Sequence;
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DefaultAnimation.ReplaceAnim(sequence);
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}
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void INotifyBuildComplete.BuildingComplete(Actor self) { buildComplete = true; }
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void INotifySold.Selling(Actor self) { buildComplete = false; }
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void INotifySold.Sold(Actor self) { }
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void INotifyTransform.BeforeTransform(Actor self) { buildComplete = false; }
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void INotifyTransform.OnTransform(Actor self) { }
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void INotifyTransform.AfterTransform(Actor toActor) { }
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}
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}
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@@ -293,7 +293,6 @@
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AutoTarget:
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RenderRangeCircle:
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-GivesBuildableArea:
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-WithCrumbleOverlay:
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-WithMakeAnimation:
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-WithSpriteBody:
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WithWallSpriteBody:
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@@ -30,6 +30,14 @@ medium_gun_turret:
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Frames: 2621, 2624, 2622, 2632, 2625, 2626, 2636, 2629, 2623, 2633, 2627, 2628, 2634, 2630, 2631, 2635
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Length: 16
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Offset: -24,16
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make: DATA.R8 #TODO: unused, enabling WMA currently breaks turrets (bleed 20151214)
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Start: 4313
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Length: 8
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Offset: -16,16
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crumble-overlay: DATA.R8
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Start: 4321
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Length: 7
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Offset: -16,16
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turret: DATA.R8
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Start: 2589
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Facings: -32
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@@ -53,6 +61,14 @@ large_gun_turret:
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Frames: 2621, 2624, 2622, 2632, 2625, 2626, 2636, 2629, 2623, 2633, 2627, 2628, 2634, 2630, 2631, 2635
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Length: 16
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Offset: -24,16
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make: DATA.R8 #TODO: unused, enabling WMA currently breaks turrets (bleed 20151214)
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Start: 4313
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Length: 8
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Offset: -16,16
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crumble-overlay: DATA.R8
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Start: 4321
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Length: 7
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Offset: -16,16
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turret: DATA.R8
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Start: 2637
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Facings: -32
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