Fully support unhardcoded sequences in the voxel render traits
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.TS.Traits.Render
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ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, Func<WRot> orientation, int facings, PaletteReference p)
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{
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var voxel = VoxelProvider.GetVoxel(image, "idle");
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var voxel = VoxelProvider.GetVoxel(image, IdleSequence);
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yield return new VoxelAnimation(voxel, () => WVec.Zero,
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() => new[] { body.QuantizeOrientation(orientation(), facings) },
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() => false, () => 0, ShowShadow);
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@@ -24,6 +24,8 @@ namespace OpenRA.Mods.TS.Traits.Render
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{
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public class WithVoxelWalkerBodyInfo : ITraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>, Requires<IMoveInfo>, Requires<IFacingInfo>
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{
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public readonly string Sequence = "idle";
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[Desc("The speed of the walker's legs.")]
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public readonly int TickRate = 5;
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@@ -34,7 +36,7 @@ namespace OpenRA.Mods.TS.Traits.Render
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public IEnumerable<VoxelAnimation> RenderPreviewVoxels(
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ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, Func<WRot> orientation, int facings, PaletteReference p)
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{
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var voxel = VoxelProvider.GetVoxel(image, "idle");
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var voxel = VoxelProvider.GetVoxel(image, Sequence);
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var frame = init.Contains<BodyAnimationFrameInit>() ? init.Get<BodyAnimationFrameInit, uint>() : 0;
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@@ -62,7 +64,7 @@ namespace OpenRA.Mods.TS.Traits.Render
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var body = self.Trait<BodyOrientation>();
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var rv = self.Trait<RenderVoxels>();
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var voxel = VoxelProvider.GetVoxel(rv.Image, "idle");
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var voxel = VoxelProvider.GetVoxel(rv.Image, info.Sequence);
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frames = voxel.Frames;
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rv.Add(new VoxelAnimation(voxel, () => WVec.Zero,
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() => new[] { body.QuantizeOrientation(self, self.Orientation) },
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