@@ -59,20 +59,20 @@ namespace OpenRA.Mods.RA.Render
|
||||
: base(self, MakeFacingFunc(self))
|
||||
{
|
||||
this.info = info;
|
||||
anim.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
|
||||
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
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||||
State = AnimationState.Waiting;
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move = self.Trait<IMove>();
|
||||
|
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self.Trait<IBodyOrientation>().SetAutodetectedFacings(anim.CurrentSequence.Facings);
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self.Trait<IBodyOrientation>().SetAutodetectedFacings(DefaultAnimation.CurrentSequence.Facings);
|
||||
}
|
||||
|
||||
public void Attacking(Actor self, Target target)
|
||||
{
|
||||
State = AnimationState.Attacking;
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||||
if (anim.HasSequence(NormalizeInfantrySequence(self, "shoot")))
|
||||
anim.PlayThen(NormalizeInfantrySequence(self, "shoot"), () => State = AnimationState.Idle);
|
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else if (anim.HasSequence(NormalizeInfantrySequence(self, "heal")))
|
||||
anim.PlayThen(NormalizeInfantrySequence(self, "heal"), () => State = AnimationState.Idle);
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||||
if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, "shoot")))
|
||||
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, "shoot"), () => State = AnimationState.Idle);
|
||||
else if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, "heal")))
|
||||
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, "heal"), () => State = AnimationState.Idle);
|
||||
}
|
||||
|
||||
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
||||
@@ -87,12 +87,12 @@ namespace OpenRA.Mods.RA.Render
|
||||
if ((State == AnimationState.Moving || dirty) && !move.IsMoving)
|
||||
{
|
||||
State = AnimationState.Waiting;
|
||||
anim.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
|
||||
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
|
||||
}
|
||||
else if ((State != AnimationState.Moving || dirty) && move.IsMoving)
|
||||
{
|
||||
State = AnimationState.Moving;
|
||||
anim.PlayRepeating(NormalizeInfantrySequence(self, "run"));
|
||||
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, "run"));
|
||||
}
|
||||
|
||||
dirty = false;
|
||||
@@ -102,7 +102,7 @@ namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
if (State != AnimationState.Idle && State != AnimationState.IdleAnimating)
|
||||
{
|
||||
anim.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
|
||||
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
|
||||
State = AnimationState.Idle;
|
||||
|
||||
if (info.IdleAnimations.Length > 0)
|
||||
@@ -113,12 +113,12 @@ namespace OpenRA.Mods.RA.Render
|
||||
}
|
||||
else if (AllowIdleAnimation(self) && idleDelay > 0 && --idleDelay == 0)
|
||||
{
|
||||
if (anim.HasSequence(idleSequence))
|
||||
if (DefaultAnimation.HasSequence(idleSequence))
|
||||
{
|
||||
State = AnimationState.IdleAnimating;
|
||||
anim.PlayThen(idleSequence, () =>
|
||||
DefaultAnimation.PlayThen(idleSequence, () =>
|
||||
{
|
||||
anim.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
|
||||
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
|
||||
State = AnimationState.Waiting;
|
||||
});
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user