Make WithBuildingPlacedAnimation conditional
This commit is contained in:
committed by
Paul Chote
parent
dd3c600258
commit
536f5f05a8
@@ -15,7 +15,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Changes the animation when the actor constructed a building.")]
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public class WithBuildingPlacedAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>
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public class WithBuildingPlacedAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
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{
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[Desc("Sequence name to use"), SequenceReference]
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public readonly string Sequence = "build";
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@@ -23,18 +23,17 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Which sprite body to play the animation on.")]
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public readonly string Body = "body";
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public object Create(ActorInitializer init) { return new WithBuildingPlacedAnimation(init.Self, this); }
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public override object Create(ActorInitializer init) { return new WithBuildingPlacedAnimation(init.Self, this); }
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}
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public class WithBuildingPlacedAnimation : INotifyBuildingPlaced, INotifyBuildComplete, INotifySold, INotifyTransform
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public class WithBuildingPlacedAnimation : ConditionalTrait<WithBuildingPlacedAnimationInfo>, INotifyBuildingPlaced, INotifyBuildComplete, INotifySold, INotifyTransform
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{
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readonly WithBuildingPlacedAnimationInfo info;
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readonly WithSpriteBody wsb;
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bool buildComplete;
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public WithBuildingPlacedAnimation(Actor self, WithBuildingPlacedAnimationInfo info)
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: base(info)
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{
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this.info = info;
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wsb = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == info.Body);
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>();
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}
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@@ -60,8 +59,8 @@ namespace OpenRA.Mods.Common.Traits.Render
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void INotifyBuildingPlaced.BuildingPlaced(Actor self)
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{
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if (buildComplete)
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wsb.PlayCustomAnimation(self, info.Sequence);
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if (!IsTraitDisabled && buildComplete)
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wsb.PlayCustomAnimation(self, Info.Sequence);
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}
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}
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}
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