Replace 'inner' with 'move' inside AttackMoveActivity
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@@ -19,18 +19,18 @@ namespace OpenRA.Mods.Common.Activities
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{
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public class AttackMoveActivity : Activity
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{
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readonly Func<Activity> getInner;
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readonly Func<Activity> getMove;
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readonly bool isAssaultMove;
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readonly AutoTarget autoTarget;
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readonly AttackMove attackMove;
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bool runningInnerActivity = false;
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bool runningMoveActivity = false;
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int token = Actor.InvalidConditionToken;
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Target target = Target.Invalid;
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public AttackMoveActivity(Actor self, Func<Activity> getInner, bool assaultMoving = false)
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public AttackMoveActivity(Actor self, Func<Activity> getMove, bool assaultMoving = false)
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{
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this.getInner = getInner;
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this.getMove = getMove;
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autoTarget = self.TraitOrDefault<AutoTarget>();
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attackMove = self.TraitOrDefault<AttackMove>();
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isAssaultMove = assaultMoving;
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@@ -54,32 +54,32 @@ namespace OpenRA.Mods.Common.Activities
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return TickChild(self);
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// We are currently not attacking, so scan for new targets.
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if (autoTarget != null && (ChildActivity == null || runningInnerActivity))
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if (autoTarget != null && (ChildActivity == null || runningMoveActivity))
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{
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// Use the standard ScanForTarget rate limit while we are running the inner move activity to save performance.
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// Use the standard ScanForTarget rate limit while we are running the move activity to save performance.
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// Override the rate limit if our attack activity has completed so we can immediately acquire a new target instead of moving.
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target = autoTarget.ScanForTarget(self, false, true, !runningInnerActivity);
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target = autoTarget.ScanForTarget(self, false, true, !runningMoveActivity);
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// Cancel the current inner activity and queue attack activities if we find a new target.
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// Cancel the current move activity and queue attack activities if we find a new target.
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if (target.Type != TargetType.Invalid)
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{
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runningInnerActivity = false;
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runningMoveActivity = false;
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ChildActivity?.Cancel(self);
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foreach (var ab in autoTarget.ActiveAttackBases)
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QueueChild(ab.GetAttackActivity(self, AttackSource.AttackMove, target, false, false));
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}
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// Continue with the inner activity (or queue a new one) when there are no targets.
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// Continue with the move activity (or queue a new one) when there are no targets.
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if (ChildActivity == null)
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{
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runningInnerActivity = true;
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QueueChild(getInner());
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runningMoveActivity = true;
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QueueChild(getMove());
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}
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}
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// If the inner activity finished, we have reached our destination and there are no more enemies on our path.
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return TickChild(self) && runningInnerActivity;
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// If the move activity finished, we have reached our destination and there are no more enemies on our path.
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return TickChild(self) && runningMoveActivity;
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}
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protected override void OnLastRun(Actor self)
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@@ -98,7 +98,7 @@ namespace OpenRA.Mods.Common.Activities
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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foreach (var n in getInner().TargetLineNodes(self))
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foreach (var n in getMove().TargetLineNodes(self))
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yield return n;
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yield break;
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