Replace INotifyBuildComplete in render traits with conditions.
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@@ -70,7 +70,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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}
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}
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public class WithSpriteTurret : ConditionalTrait<WithSpriteTurretInfo>, INotifyBuildComplete, INotifySold, INotifyTransform, INotifyDamageStateChanged
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public class WithSpriteTurret : ConditionalTrait<WithSpriteTurretInfo>, INotifyDamageStateChanged
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{
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public readonly Animation DefaultAnimation;
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readonly RenderSprites rs;
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@@ -78,9 +78,6 @@ namespace OpenRA.Mods.Common.Traits.Render
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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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@@ -90,13 +87,12 @@ namespace OpenRA.Mods.Common.Traits.Render
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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(DefaultAnimation,
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() => TurretOffset(self),
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() => IsTraitDisabled || !buildComplete,
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() => IsTraitDisabled,
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p => RenderUtils.ZOffsetFromCenter(self, p, 1)), info.Palette, info.IsPlayerPalette);
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// Restrict turret facings to match the sprite
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@@ -144,12 +140,5 @@ namespace OpenRA.Mods.Common.Traits.Render
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{
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.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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