ScriptActorInterfaces, unbind on actor destroy.
This commit is contained in:
committed by
Matthias Mailänder
parent
fc1d8d2355
commit
215898c7ec
@@ -9,7 +9,6 @@
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*/
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#endregion
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using System;
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using System.Linq;
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namespace OpenRA.Scripting
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@@ -38,26 +37,21 @@ namespace OpenRA.Scripting
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void InitializeBindings()
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{
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var commandClasses = Context.ActorCommands[actor.Info].AsEnumerable();
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var commandClasses = Context.ActorCommands[actor.Info];
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// Destroyed actors cannot have their traits queried
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// Destroyed actors cannot have their traits queried. In rare cases the actor may have already been destroyed.
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if (actor.Disposed)
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commandClasses = commandClasses.Where(c => c.HasAttribute<ExposedForDestroyedActors>());
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commandClasses = commandClasses.Where(c => c.HasAttribute<ExposedForDestroyedActors>()).ToArray();
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var args = new object[] { Context, actor };
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var objects = commandClasses.Select(cg =>
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{
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var groupCtor = cg.GetConstructor(new Type[] { typeof(ScriptContext), typeof(Actor) });
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return groupCtor.Invoke(args);
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});
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Bind(objects);
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Bind(CreateObjects(commandClasses, new object[] { Context, actor }));
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}
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public void OnActorDestroyed()
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{
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// Regenerate bindings to remove access to bogus trait state
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InitializeBindings();
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// Remove bindings not available to destroyed actors.
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foreach (var commandClass in Context.ActorCommands[actor.Info])
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if (!commandClass.HasAttribute<ExposedForDestroyedActors>())
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Unbind(commandClass);
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}
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}
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}
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