Add a sequence reference attribute to label fallbacks.
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committed by
teinarss
parent
336656e8f7
commit
3a427c3630
@@ -55,10 +55,12 @@ namespace OpenRA.Traits
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{
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public readonly string ImageReference; // The field name in the same trait info that contains the image name.
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public readonly bool Prefix;
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public SequenceReferenceAttribute(string imageReference = null, bool prefix = false)
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public readonly bool ActorNameFallback;
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public SequenceReferenceAttribute(string imageReference = null, bool prefix = false, bool actorNameFallback = false)
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{
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ImageReference = imageReference;
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Prefix = prefix;
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ActorNameFallback = actorNameFallback;
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}
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}
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@@ -82,6 +82,12 @@ namespace OpenRA.Mods.Common.Lint
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{
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if (string.IsNullOrEmpty(imageOverride))
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{
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if (!sequenceReference.ActorNameFallback)
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{
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emitWarning("Custom sprite image of actor {0} is null and there is no fallback.".F(actorInfo.Value.Name));
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continue;
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}
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foreach (var sequenceProvider in sequenceProviders)
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{
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var image = renderInfo.GetImage(actorInfo.Value, sequenceProvider, faction);
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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public readonly string Image = null;
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[FieldLoader.Require]
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[SequenceReference("Image")]
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[SequenceReference("Image", false, true)]
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[Desc("Sequence used for this decoration (can be animated).")]
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public readonly string Sequence = null;
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@@ -23,11 +23,11 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Image used for this decoration. Defaults to the actor's type.")]
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public readonly string Image = null;
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[SequenceReference("Image")]
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[SequenceReference("Image", false, true)]
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[Desc("Animation to play when the actor is created.")]
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public readonly string StartSequence = null;
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[SequenceReference("Image")]
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[SequenceReference("Image", false, true)]
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[Desc("Sequence name to use")]
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public readonly string Sequence = "idle-overlay";
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