Merge pull request #13088 from pchote/muzzle-fix

Fix duplicate muzzle rendering.
This commit is contained in:
abcdefg30
2017-04-11 12:58:47 +02:00
committed by GitHub

View File

@@ -39,16 +39,12 @@ namespace OpenRA.Mods.Common.Traits.Render
var render = self.Trait<RenderSprites>();
var facing = self.TraitOrDefault<IFacing>();
armaments = self.TraitsImplementing<Armament>().ToArray();
armaments = self.TraitsImplementing<Armament>()
.Where(arm => arm.Info.MuzzleSequence != null)
.ToArray();
foreach (var arm in armaments)
{
var armClosure = arm; // closure hazard in AnimationWithOffset
// Skip armaments that don't define muzzles
if (arm.Info.MuzzleSequence == null)
continue;
foreach (var b in arm.Barrels)
{
var barrel = b;
@@ -68,7 +64,7 @@ namespace OpenRA.Mods.Common.Traits.Render
visible.Add(barrel, false);
anims.Add(barrel,
new AnimationWithOffset(muzzleFlash,
() => info.IgnoreOffset ? WVec.Zero : armClosure.MuzzleOffset(self, barrel),
() => info.IgnoreOffset ? WVec.Zero : arm.MuzzleOffset(self, barrel),
() => IsTraitDisabled || !visible[barrel],
p => RenderUtils.ZOffsetFromCenter(self, p, 2)));
}
@@ -77,19 +73,13 @@ namespace OpenRA.Mods.Common.Traits.Render
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (a == null)
if (a == null || barrel == null || !armaments.Contains(a))
return;
var sequence = a.Info.MuzzleSequence;
if (sequence == null)
return;
if (a.Info.MuzzleSplitFacings > 0)
sequence += Util.QuantizeFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
if (barrel == null)
return;
visible[barrel] = true;
anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
}
@@ -101,15 +91,13 @@ namespace OpenRA.Mods.Common.Traits.Render
foreach (var arm in armaments)
{
var palette = wr.Palette(arm.Info.MuzzlePalette);
foreach (var kv in anims)
foreach (var b in arm.Barrels)
{
if (!visible[kv.Key])
var anim = anims[b];
if (anim.DisableFunc != null && anim.DisableFunc())
continue;
if (kv.Value.DisableFunc != null && kv.Value.DisableFunc())
continue;
foreach (var r in kv.Value.Render(self, wr, palette, 1f))
foreach (var r in anim.Render(self, wr, palette, 1f))
yield return r;
}
}