Introduce INotifyAttack.PreparingAttack

And use it to allow triggering attack animations/overlays at a different point
than the actual weapon firing.
This commit is contained in:
reaperrr
2016-06-10 17:40:50 +02:00
parent 87537d9669
commit 75c49620d1
12 changed files with 40 additions and 10 deletions

View File

@@ -50,7 +50,9 @@ namespace OpenRA.Mods.Common.Traits.Render
info.Palette, info.IsPlayerPalette);
}
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { }
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
{
attacking = true;
overlay.PlayThen(info.Sequence, () => attacking = false);