Add wrappers for RenderSprites anims dictionary.

This commit is contained in:
Paul Chote
2014-05-22 22:05:11 +12:00
parent 475aa93271
commit 4aa7376994
21 changed files with 36 additions and 26 deletions

View File

@@ -40,7 +40,7 @@ namespace OpenRA.Mods.RA.Render
overlay = new Animation(self.World, rs.GetImage(self));
overlay.Play(info.Sequence);
rs.anims.Add("crane_overlay_{0}".F(info.Sequence),
rs.Add("crane_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !buildComplete));

View File

@@ -34,7 +34,7 @@ namespace OpenRA.Mods.RA.Render
{
var overlay = new Animation(init.world, rs.GetImage(init.self));
overlay.PlayThen(info.Sequence, () => buildComplete = false);
rs.anims.Add("make_overlay_{0}".F(info.Sequence),
rs.Add("make_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay, null, () => !buildComplete));
}
}

View File

@@ -44,7 +44,7 @@ namespace OpenRA.Mods.RA.Render
overlay = new Animation(self.World, rs.GetImage(self));
overlay.Play(info.Sequence);
rs.anims.Add("delivery_overlay_{0}".F(info.Sequence),
rs.Add("delivery_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !buildComplete));

View File

@@ -44,7 +44,7 @@ namespace OpenRA.Mods.RA.Render
overlay = new Animation(self.World, rs.GetImage(self));
overlay.Play(info.Sequence);
rs.anims.Add("docking_overlay_{0}".F(info.Sequence),
rs.Add("docking_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !buildComplete));

View File

@@ -49,7 +49,7 @@ namespace OpenRA.Mods.RA.Render
overlay = new Animation(self.World, rs.GetImage(self));
overlay.PlayRepeating(info.Sequence);
rs.anims.Add("production_overlay_{0}".F(info.Sequence),
rs.Add("production_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !IsProducing || !buildComplete));