Refactor some update util extensions

Using arguments instead of separate overloads, plus better support for
automatically handling trait/property removals ('-' prefix).
This commit is contained in:
reaperrr
2018-05-21 02:42:44 +02:00
committed by abcdefg30
parent 4a081e2111
commit 3c9891e729
7 changed files with 39 additions and 36 deletions

View File

@@ -74,23 +74,23 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
// If both aren't null, split/copy everything relevant to the new WithTurretAimAnimation.
// If both are null (extremely unlikely), do nothing.
if (attackSequence != null && aimSequence == null)
attackSequence.RenameKeyPreservingSuffix("Sequence");
attackSequence.RenameKey("Sequence");
else if (attackSequence == null && aimSequence == null && reloadPrefix != null)
{
turretAttack.RemoveNode(reloadPrefix);
turretAttack.RenameKeyPreservingSuffix("WithTurretAimAnimation");
turretAttack.RenameKey("WithTurretAimAnimation");
}
else if (attackSequence == null && aimSequence != null)
{
turretAttack.RenameKeyPreservingSuffix("WithTurretAimAnimation");
aimSequence.RenameKeyPreservingSuffix("Sequence");
turretAttack.RenameKey("WithTurretAimAnimation");
aimSequence.RenameKey("Sequence");
if (reloadPrefix != null)
turretAttack.RemoveNode(reloadPrefix);
}
else if (attackSequence != null && aimSequence != null)
{
var turretAim = new MiniYamlNode("WithTurretAimAnimation", "");
aimSequence.RenameKeyPreservingSuffix("Sequence");
aimSequence.RenameKey("Sequence");
turretAim.AddNode(aimSequence);
turretAttack.RemoveNode(aimSequence);
@@ -104,7 +104,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
if (armament != null)
turretAim.AddNode(armament);
attackSequence.RenameKeyPreservingSuffix("Sequence");
attackSequence.RenameKey("Sequence");
actorNode.AddNode(turretAim);
}
}
@@ -118,7 +118,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
aimAnimLocations.Add(Tuple.Create(actorNode.Key, actorNode.Location.Filename));
var aimAnim = new MiniYamlNode("WithTurretAimAnimation", "");
aimSequence.RenameKeyPreservingSuffix("Sequence");
aimSequence.RenameKey("Sequence");
aimAnim.AddNode(aimSequence);
spriteTurret.RemoveNode(aimSequence);
actorNode.AddNode(aimAnim);
@@ -144,23 +144,23 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
// If both sequences aren't null, split/copy everything relevant to the new WithAimAnimation.
// If both sequences and the prefix are null (extremely unlikely), do nothing.
if (attackSequence != null && aimSequence == null && reloadPrefix == null)
attackSequence.RenameKeyPreservingSuffix("Sequence");
attackSequence.RenameKey("Sequence");
else if (attackSequence == null && aimSequence == null && reloadPrefix != null)
{
attackAnim.RemoveNode(reloadPrefix);
attackAnim.RenameKeyPreservingSuffix("WithAimAnimation");
attackAnim.RenameKey("WithAimAnimation");
}
else if (attackSequence == null && aimSequence != null)
{
attackAnim.RenameKeyPreservingSuffix("WithAimAnimation");
aimSequence.RenameKeyPreservingSuffix("Sequence");
attackAnim.RenameKey("WithAimAnimation");
aimSequence.RenameKey("Sequence");
if (reloadPrefix != null)
attackAnim.RemoveNode(reloadPrefix);
}
else if (attackSequence != null && aimSequence != null)
{
var aimAnim = new MiniYamlNode("WithAimAnimation", "");
aimSequence.RenameKeyPreservingSuffix("Sequence");
aimSequence.RenameKey("Sequence");
aimAnim.AddNode(aimSequence);
attackAnim.RemoveNode(aimSequence);
@@ -174,7 +174,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
if (armament != null)
aimAnim.AddNode(armament);
attackSequence.RenameKeyPreservingSuffix("Sequence");
attackSequence.RenameKey("Sequence");
actorNode.AddNode(aimAnim);
}
}