Replace INotifyBuildComplete in render traits with conditions.
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@@ -35,9 +35,6 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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// TODO: Remove this when the buildComplete code is replaced with conditions.
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public readonly bool RenderBeforeBuildComplete = false;
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public override object Create(ActorInitializer init) { return new WithIdleOverlay(init.Self, this); }
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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@@ -73,10 +70,9 @@ namespace OpenRA.Mods.Common.Traits.Render
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}
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}
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public class WithIdleOverlay : PausableConditionalTrait<WithIdleOverlayInfo>, INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform
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public class WithIdleOverlay : PausableConditionalTrait<WithIdleOverlayInfo>, INotifyDamageStateChanged
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{
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readonly Animation overlay;
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bool buildComplete;
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public WithIdleOverlay(Actor self, WithIdleOverlayInfo info)
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: base(info)
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@@ -84,8 +80,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<BodyOrientation>();
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
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overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused || (!info.RenderBeforeBuildComplete && !buildComplete));
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overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused);
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if (info.StartSequence != null)
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overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.StartSequence),
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() => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence)));
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@@ -94,31 +89,12 @@ namespace OpenRA.Mods.Common.Traits.Render
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var anim = new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => IsTraitDisabled || (!info.RenderBeforeBuildComplete && !buildComplete),
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() => IsTraitDisabled,
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p => RenderUtils.ZOffsetFromCenter(self, p, 1));
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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void INotifySold.Sold(Actor self) { }
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void INotifySold.Selling(Actor self)
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{
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buildComplete = false;
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}
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void INotifyTransform.BeforeTransform(Actor self)
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{
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buildComplete = false;
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}
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void INotifyTransform.OnTransform(Actor self) { }
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void INotifyTransform.AfterTransform(Actor self) { }
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
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