Replace custom factpdox sprite with dynamically rendered vortex.
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@@ -10,7 +10,7 @@
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Cnc.Effects;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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@@ -25,13 +25,6 @@ namespace OpenRA.Mods.Cnc.Traits
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"Otherwise, a vortex animation is played and damage is dealt each tick, ignoring modifiers.")]
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public class ConyardChronoReturnInfo : TraitInfo, Requires<HealthInfo>, Requires<WithSpriteBodyInfo>, IObservesVariablesInfo
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{
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[SequenceReference]
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[Desc("Sequence name with the baked-in vortex animation")]
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public readonly string Sequence = "pdox";
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[Desc("Sprite body to play the vortex animation on.")]
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public readonly string Body = "body";
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[GrantedConditionReference]
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[Desc("Condition to grant while the vortex animation plays.")]
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public readonly string Condition = null;
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@@ -65,7 +58,6 @@ namespace OpenRA.Mods.Cnc.Traits
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IDeathActorInitModifier, ITransformActorInitModifier
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{
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readonly ConyardChronoReturnInfo info;
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readonly WithSpriteBody wsb;
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readonly Health health;
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readonly Actor self;
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readonly string faction;
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@@ -92,8 +84,6 @@ namespace OpenRA.Mods.Cnc.Traits
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self = init.Self;
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health = self.Trait<Health>();
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wsb = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == info.Body);
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faction = init.GetValue<FactionInit, string>(self.Owner.Faction.InternalName);
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var returnInit = init.GetOrDefault<ChronoshiftReturnInit>();
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@@ -127,16 +117,12 @@ namespace OpenRA.Mods.Cnc.Traits
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triggered = true;
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// Don't override the selling animation
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if (selling)
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return;
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wsb.PlayCustomAnimation(self, info.Sequence, () =>
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self.World.AddFrameEndTask(w => w.Add(new ConyardChronoVortex(self, () =>
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{
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triggered = false;
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if (conditionToken != Actor.InvalidConditionToken)
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if (conditionToken != Actor.InvalidConditionToken && !self.Disposed)
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conditionToken = self.RevokeCondition(conditionToken);
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});
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})));
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}
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CPos? ChooseBestDestinationCell(MobileInfo mobileInfo, CPos destination)
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