Rewrite sequence linting / missing file handling.
- Distinguish between missing sequences and missing sprites - Lint default sequences as well as maps - Improved performance - Correctly handle null images
This commit is contained in:
@@ -41,7 +41,6 @@ namespace OpenRA.Graphics
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public interface ISpriteSequenceLoader
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{
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Action<string> OnMissingSpriteError { get; set; }
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IReadOnlyDictionary<string, ISpriteSequence> ParseSequences(ModData modData, TileSet tileSet, SpriteCache cache, MiniYamlNode node);
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}
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@@ -79,6 +78,8 @@ namespace OpenRA.Graphics
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return seq;
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}
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public IEnumerable<string> Images { get { return sequences.Value.Keys; } }
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public bool HasSequence(string unitName)
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{
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return sequences.Value.ContainsKey(unitName);
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@@ -104,10 +105,11 @@ namespace OpenRA.Graphics
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{
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var nodes = MiniYaml.Load(fileSystem, modData.Manifest.Sequences, additionalSequences);
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var items = new Dictionary<string, UnitSequences>();
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foreach (var n in nodes)
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foreach (var node in nodes)
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{
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// Work around the loop closure issue in older versions of C#
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var node = n;
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// Nodes starting with ^ are inheritable but never loaded directly
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if (node.Key.StartsWith(ActorInfo.AbstractActorPrefix, StringComparison.Ordinal))
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continue;
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var key = node.Value.ToLines(node.Key).JoinWith("|");
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@@ -79,7 +79,6 @@ namespace OpenRA
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throw new InvalidOperationException("Unable to find a sequence loader for type '{0}'.".F(sequenceFormat.Type));
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SpriteSequenceLoader = (ISpriteSequenceLoader)sequenceCtor.Invoke(new[] { this });
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SpriteSequenceLoader.OnMissingSpriteError = s => Log.Write("debug", s);
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var modelFormat = Manifest.Get<ModelSequenceFormat>();
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var modelLoader = ObjectCreator.FindType(modelFormat.Type + "Loader");
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@@ -31,12 +31,13 @@ namespace OpenRA.Traits
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{
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public readonly string ImageReference; // The field name in the same trait info that contains the image name.
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public readonly bool Prefix;
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public readonly bool ActorNameFallback;
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public SequenceReferenceAttribute(string imageReference = null, bool prefix = false, bool actorNameFallback = false)
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public readonly bool AllowNullImage;
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public SequenceReferenceAttribute(string imageReference = null, bool prefix = false, bool allowNullImage = false)
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{
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ImageReference = imageReference;
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Prefix = prefix;
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ActorNameFallback = actorNameFallback;
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AllowNullImage = allowNullImage;
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}
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}
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Cnc.Traits
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public readonly string FootprintImage = "overlay";
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[SequenceReference("FootprintImage", true)]
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[SequenceReference("FootprintImage", prefix: true)]
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public readonly string ValidFootprintSequence = "target-valid";
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[SequenceReference("FootprintImage")]
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@@ -40,7 +40,6 @@ namespace OpenRA.Mods.Common.Graphics
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public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader
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{
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public Action<string> OnMissingSpriteError { get; set; }
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public DefaultSpriteSequenceLoader(ModData modData) { }
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public virtual ISpriteSequence CreateSequence(ModData modData, TileSet tileSet, SpriteCache cache, string sequence, string animation, MiniYaml info)
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@@ -80,8 +79,9 @@ namespace OpenRA.Mods.Common.Graphics
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}
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catch (FileNotFoundException ex)
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{
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// Eat the FileNotFound exceptions from missing sprites
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OnMissingSpriteError(ex.Message);
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// Defer exception until something tries to access the sequence
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// This allows the asset installer and OpenRA.Utility to load the game without having the actor assets
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sequences.Add(kvp.Key, new FileNotFoundSequence(ex));
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}
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}
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}
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@@ -90,6 +90,34 @@ namespace OpenRA.Mods.Common.Graphics
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}
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}
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public class FileNotFoundSequence : ISpriteSequence
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{
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readonly FileNotFoundException exception;
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public FileNotFoundSequence(FileNotFoundException exception)
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{
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this.exception = exception;
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}
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public string Filename { get { return exception.FileName; } }
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string ISpriteSequence.Name { get { throw exception; } }
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int ISpriteSequence.Start { get { throw exception; } }
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int ISpriteSequence.Length { get { throw exception; } }
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int ISpriteSequence.Stride { get { throw exception; } }
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int ISpriteSequence.Facings { get { throw exception; } }
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int ISpriteSequence.Tick { get { throw exception; } }
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int ISpriteSequence.ZOffset { get { throw exception; } }
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int ISpriteSequence.ShadowStart { get { throw exception; } }
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int ISpriteSequence.ShadowZOffset { get { throw exception; } }
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int[] ISpriteSequence.Frames { get { throw exception; } }
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Rectangle ISpriteSequence.Bounds { get { throw exception; } }
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bool ISpriteSequence.IgnoreWorldTint { get { throw exception; } }
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Sprite ISpriteSequence.GetSprite(int frame) { throw exception; }
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Sprite ISpriteSequence.GetSprite(int frame, WAngle facing) { throw exception; }
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Sprite ISpriteSequence.GetShadow(int frame, WAngle facing) { throw exception; }
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}
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public class DefaultSpriteSequence : ISpriteSequence
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{
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static readonly WDist DefaultShadowSpriteZOffset = new WDist(-5);
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@@ -12,172 +12,136 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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{
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class CheckSequences : ILintMapPass
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class CheckSequences : ILintRulesPass
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{
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Action<string> emitError;
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List<MiniYamlNode> sequenceDefinitions;
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public void Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Map map)
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void ILintRulesPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Ruleset rules)
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{
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if (map.SequenceDefinitions == null)
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return;
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// Custom maps define rules.Sequences, default mod rules leave it null.
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if (rules.Sequences == null)
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{
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foreach (var kv in modData.DefaultSequences)
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{
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Console.WriteLine("Testing default sequences for {0}", kv.Key);
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Run(emitError, emitWarning, rules, kv.Value);
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}
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}
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else if (!modData.DefaultSequences.Values.Contains(rules.Sequences))
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Run(emitError, emitWarning, rules, rules.Sequences);
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}
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this.emitError = emitError;
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sequenceDefinitions = MiniYaml.Load(map, modData.Manifest.Sequences, map.SequenceDefinitions);
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var rules = map.Rules;
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void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules, SequenceProvider sequences)
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{
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var factions = rules.Actors["world"].TraitInfos<FactionInfo>().Select(f => f.InternalName).ToArray();
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var sequenceProviders = new[] { rules.Sequences };
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foreach (var actorInfo in rules.Actors)
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{
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foreach (var renderInfo in actorInfo.Value.TraitInfos<RenderSpritesInfo>())
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// Actors may have 0 or 1 RenderSprites traits
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var renderInfo = actorInfo.Value.TraitInfoOrDefault<RenderSpritesInfo>();
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if (renderInfo == null)
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continue;
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var images = new HashSet<string>()
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{
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foreach (var faction in factions)
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{
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foreach (var sequenceProvider in sequenceProviders)
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{
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var image = renderInfo.GetImage(actorInfo.Value, sequenceProvider, faction);
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if (sequenceDefinitions.All(s => s.Key != image.ToLowerInvariant()))
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emitError("Sprite image {0} from actor {1} using faction {2} has no sequence definition."
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.F(image, actorInfo.Value.Name, faction));
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}
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}
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}
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renderInfo.GetImage(actorInfo.Value, sequences, null).ToLowerInvariant()
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};
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// Some actors define faction-specific artwork
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foreach (var faction in factions)
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images.Add(renderInfo.GetImage(actorInfo.Value, sequences, faction).ToLowerInvariant());
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foreach (var traitInfo in actorInfo.Value.TraitInfos<TraitInfo>())
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{
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// Remove the "Info" suffix
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var traitName = traitInfo.GetType().Name;
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traitName = traitName.Remove(traitName.Length - 4);
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var fields = traitInfo.GetType().GetFields();
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foreach (var field in fields)
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{
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if (field.HasAttribute<SequenceReferenceAttribute>())
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var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
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if (sequenceReference == null)
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continue;
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// Some sequences may specify their own Image override
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IEnumerable<string> sequenceImages = images;
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if (!string.IsNullOrEmpty(sequenceReference.ImageReference))
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{
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var sequences = LintExts.GetFieldValues(traitInfo, field, emitError);
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foreach (var sequence in sequences)
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var imageField = fields.First(f => f.Name == sequenceReference.ImageReference);
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var imageOverride = (string)imageField.GetValue(traitInfo);
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if (string.IsNullOrEmpty(imageOverride))
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{
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if (string.IsNullOrEmpty(sequence))
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continue;
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var renderInfo = actorInfo.Value.TraitInfos<RenderSpritesInfo>().FirstOrDefault();
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if (renderInfo == null)
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continue;
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foreach (var faction in factions)
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{
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var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
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if (sequenceReference != null && !string.IsNullOrEmpty(sequenceReference.ImageReference))
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{
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var imageField = fields.FirstOrDefault(f => f.Name == sequenceReference.ImageReference);
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if (imageField != null)
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{
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foreach (var imageOverride in LintExts.GetFieldValues(traitInfo, imageField, emitError))
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{
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if (string.IsNullOrEmpty(imageOverride))
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{
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if (!sequenceReference.ActorNameFallback)
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{
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emitWarning("Custom sprite image of actor {0} is null and there is no fallback.".F(actorInfo.Value.Name));
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continue;
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}
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foreach (var sequenceProvider in sequenceProviders)
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{
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var image = renderInfo.GetImage(actorInfo.Value, sequenceProvider, faction);
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CheckDefinitions(image, sequenceReference, actorInfo, sequence, faction, field, traitInfo);
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}
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continue;
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}
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if (sequenceDefinitions.All(s => s.Key != imageOverride.ToLowerInvariant()))
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emitError("Custom sprite image {0} from actor {1} has no sequence definition.".F(imageOverride, actorInfo.Value.Name));
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else
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CheckDefinitions(imageOverride, sequenceReference, actorInfo, sequence, faction, field, traitInfo);
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}
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}
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}
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else
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{
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foreach (var sequenceProvider in sequenceProviders)
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{
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var image = renderInfo.GetImage(actorInfo.Value, sequenceProvider, faction);
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CheckDefinitions(image, sequenceReference, actorInfo, sequence, faction, field, traitInfo);
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}
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}
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}
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if (!sequenceReference.AllowNullImage)
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emitError("Actor type `{0}` trait `{1}` must define a value for `{2}`".F(actorInfo.Value.Name, traitName, sequenceReference.ImageReference));
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continue;
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}
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sequenceImages = new[] { imageOverride.ToLowerInvariant() };
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}
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}
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}
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foreach (var weaponInfo in rules.Weapons)
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{
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var projectileInfo = weaponInfo.Value.Projectile;
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if (projectileInfo == null)
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continue;
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var fields = projectileInfo.GetType().GetFields();
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foreach (var field in fields)
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{
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if (field.HasAttribute<SequenceReferenceAttribute>())
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foreach (var sequence in LintExts.GetFieldValues(traitInfo, field, emitError))
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{
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var sequences = LintExts.GetFieldValues(projectileInfo, field, emitError);
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foreach (var sequence in sequences)
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{
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if (string.IsNullOrEmpty(sequence))
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continue;
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if (string.IsNullOrEmpty(sequence))
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continue;
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var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
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if (sequenceReference != null && !string.IsNullOrEmpty(sequenceReference.ImageReference))
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foreach (var i in sequenceImages)
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{
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if (sequenceReference.Prefix)
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{
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var imageField = fields.FirstOrDefault(f => f.Name == sequenceReference.ImageReference);
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if (imageField != null)
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{
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foreach (var imageOverride in LintExts.GetFieldValues(projectileInfo, imageField, emitError))
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{
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if (!string.IsNullOrEmpty(imageOverride))
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{
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var definitions = sequenceDefinitions.FirstOrDefault(n => n.Key == imageOverride.ToLowerInvariant());
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if (definitions == null)
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emitError("Can't find sequence definition for projectile image {0} at weapon {1}.".F(imageOverride, weaponInfo.Key));
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else if (!definitions.Value.Nodes.Any(n => n.Key == sequence))
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emitError("Projectile sprite image {0} from weapon {1} does not define sequence {2} from field {3} of {4}"
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.F(imageOverride, weaponInfo.Key, sequence, field.Name, projectileInfo));
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}
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}
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}
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// TODO: Remove prefixed sequence references and instead use explicit lists of lintable references
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if (!sequences.Sequences(i).Any(s => s.StartsWith(sequence)))
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emitWarning("Actor type `{0}` trait `{1}` field `{2}` defines a prefix `{3}` that does not match any sequences on image `{4}`.".F(actorInfo.Value.Name, traitName, field.Name, sequence, i));
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}
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else if (!sequences.HasSequence(i, sequence))
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emitError("Actor type `{0}` trait `{1}` field `{2}` references an undefined sequence `{3}` on image `{4}`.".F(actorInfo.Value.Name, traitName, field.Name, sequence, i));
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}
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}
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}
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}
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}
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}
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void CheckDefinitions(string image, SequenceReferenceAttribute sequenceReference,
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KeyValuePair<string, ActorInfo> actorInfo, string sequence, string faction, FieldInfo field, TraitInfo traitInfo)
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{
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var definitions = sequenceDefinitions.FirstOrDefault(n => n.Key == image.ToLowerInvariant());
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if (definitions != null)
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foreach (var weaponInfo in rules.Weapons)
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{
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if (sequenceReference != null && sequenceReference.Prefix)
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var projectileInfo = weaponInfo.Value.Projectile;
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if (projectileInfo == null)
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continue;
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var fields = projectileInfo.GetType().GetFields();
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foreach (var field in fields)
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{
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if (!definitions.Value.Nodes.Any(n => n.Key.StartsWith(sequence)))
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emitError("Sprite image {0} from actor {1} of faction {2} does not define sequence prefix {3} from field {4} of {5}"
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.F(image, actorInfo.Value.Name, faction, sequence, field.Name, traitInfo));
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}
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else if (definitions.Value.Nodes.All(n => n.Key != sequence))
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{
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emitError("Sprite image {0} from actor {1} of faction {2} does not define sequence {3} from field {4} of {5}"
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.F(image, actorInfo.Value.Name, faction, sequence, field.Name, traitInfo));
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var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
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if (sequenceReference == null)
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continue;
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// All weapon sequences must specify their corresponding image
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var image = ((string)fields.First(f => f.Name == sequenceReference.ImageReference).GetValue(projectileInfo));
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if (string.IsNullOrEmpty(image))
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{
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if (!sequenceReference.AllowNullImage)
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emitError("Weapon type `{0}` projectile field `{1}` must define a value".F(weaponInfo.Key, sequenceReference.ImageReference));
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continue;
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}
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image = image.ToLowerInvariant();
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foreach (var sequence in LintExts.GetFieldValues(projectileInfo, field, emitError))
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{
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if (string.IsNullOrEmpty(sequence))
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continue;
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if (sequenceReference.Prefix)
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{
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// TODO: Remove prefixed sequence references and instead use explicit lists of lintable references
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if (!sequences.Sequences(image).Any(s => s.StartsWith(sequence)))
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emitWarning("Weapon type `{0}` projectile field `{1}` defines a prefix `{2}` that does not match any sequences on image `{3}`.".F(weaponInfo.Key, field.Name, sequence, image));
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}
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else if (!sequences.HasSequence(image, sequence))
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emitError("Weapon type `{0}` projectile field `{1}` references an undefined sequence `{2}` on image `{3}`.".F(weaponInfo.Key, field.Name, sequence, image));
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}
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}
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}
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}
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@@ -36,7 +36,7 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Image to display.")]
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public readonly string Image = null;
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[SequenceReference("Image")]
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[SequenceReference("Image", allowNullImage: true)]
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[Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")]
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public readonly string[] Sequences = { "idle" };
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@@ -57,7 +57,7 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Trail animation.")]
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public readonly string TrailImage = null;
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[SequenceReference("TrailImage")]
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[SequenceReference("TrailImage", allowNullImage: true)]
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[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
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public readonly string[] TrailSequences = { "idle" };
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@@ -20,11 +20,11 @@ namespace OpenRA.Mods.Common.Projectiles
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{
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public readonly string Image = null;
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[SequenceReference("Image")]
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[SequenceReference("Image", allowNullImage: true)]
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[Desc("Loop a randomly chosen sequence of Image from this list while falling.")]
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public readonly string[] Sequences = { "idle" };
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[SequenceReference("Image")]
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[SequenceReference("Image", allowNullImage: true)]
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[Desc("Sequence to play when launched. Skipped if null or empty.")]
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public readonly string OpenSequence = null;
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@@ -78,7 +78,7 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Impact animation.")]
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public readonly string HitAnim = null;
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[SequenceReference("HitAnim")]
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[SequenceReference("HitAnim", allowNullImage: true)]
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[Desc("Sequence of impact animation to use.")]
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public readonly string HitAnimSequence = "idle";
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@@ -88,7 +88,7 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Image containing launch effect sequence.")]
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public readonly string LaunchEffectImage = null;
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[SequenceReference("LaunchEffectImage")]
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[SequenceReference("LaunchEffectImage", allowNullImage: true)]
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[Desc("Launch effect sequence to play.")]
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public readonly string LaunchEffectSequence = null;
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Projectiles
|
||||
[Desc("Name of the image containing the projectile sequence.")]
|
||||
public readonly string Image = null;
|
||||
|
||||
[SequenceReference("Image")]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
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[Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")]
|
||||
public readonly string[] Sequences = { "idle" };
|
||||
|
||||
@@ -109,7 +109,7 @@ namespace OpenRA.Mods.Common.Projectiles
|
||||
[Desc("Image that contains the trail animation.")]
|
||||
public readonly string TrailImage = null;
|
||||
|
||||
[SequenceReference("TrailImage")]
|
||||
[SequenceReference("TrailImage", allowNullImage: true)]
|
||||
[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
|
||||
public readonly string[] TrailSequences = { "idle" };
|
||||
|
||||
|
||||
@@ -87,7 +87,7 @@ namespace OpenRA.Mods.Common.Projectiles
|
||||
public readonly string HitAnim = null;
|
||||
|
||||
[Desc("Sequence of impact animation to use.")]
|
||||
[SequenceReference("HitAnim")]
|
||||
[SequenceReference("HitAnim", allowNullImage: true)]
|
||||
public readonly string HitAnimSequence = "idle";
|
||||
|
||||
[PaletteReference]
|
||||
|
||||
@@ -24,10 +24,10 @@ namespace OpenRA.Mods.Common.Traits
|
||||
[Desc("Width (in pixels) of the rallypoint line.")]
|
||||
public readonly int LineWidth = 1;
|
||||
|
||||
[SequenceReference("Image")]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
||||
public readonly string FlagSequence = "flag";
|
||||
|
||||
[SequenceReference("Image")]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
||||
public readonly string CirclesSequence = "circles";
|
||||
|
||||
[Desc("Cursor to display when rally point can be set.")]
|
||||
|
||||
@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
[Desc("Image containing the crate effect animation sequence.")]
|
||||
public readonly string Image = "crate-effects";
|
||||
|
||||
[SequenceReference("Image")]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
||||
[Desc("Animation sequence played when collected. Leave empty for no effect.")]
|
||||
public readonly string Sequence = null;
|
||||
|
||||
|
||||
@@ -32,7 +32,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
[Desc("Image for the level up sprite.")]
|
||||
public readonly string LevelUpImage = null;
|
||||
|
||||
[SequenceReference("LevelUpImage")]
|
||||
[SequenceReference("LevelUpImage", allowNullImage: true)]
|
||||
[Desc("Sequence for the level up sprite. Needs to be present on LevelUpImage.")]
|
||||
public readonly string LevelUpSequence = "levelup";
|
||||
|
||||
|
||||
@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
[Desc("Image where Ground/WaterCorpseSequence is looked up.")]
|
||||
public readonly string Image = "explosion";
|
||||
|
||||
[SequenceReference("Image")]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
||||
public readonly string GroundCorpseSequence = null;
|
||||
|
||||
[PaletteReference]
|
||||
@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
public readonly string GroundImpactSound = null;
|
||||
|
||||
[SequenceReference("Image")]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
||||
public readonly string WaterCorpseSequence = null;
|
||||
|
||||
[PaletteReference]
|
||||
|
||||
@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
public readonly string Image = null;
|
||||
|
||||
[FieldLoader.Require]
|
||||
[SequenceReference("Image", false, true)]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
||||
[Desc("Sequence used for this decoration (can be animated).")]
|
||||
public readonly string Sequence = null;
|
||||
|
||||
|
||||
@@ -23,11 +23,11 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
[Desc("Image used for this decoration. Defaults to the actor's type.")]
|
||||
public readonly string Image = null;
|
||||
|
||||
[SequenceReference("Image", false, true)]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
||||
[Desc("Animation to play when the actor is created.")]
|
||||
public readonly string StartSequence = null;
|
||||
|
||||
[SequenceReference("Image", false, true)]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
||||
[Desc("Sequence name to use")]
|
||||
public readonly string Sequence = "idle-overlay";
|
||||
|
||||
|
||||
@@ -25,15 +25,15 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
[Desc("The image that contains the parachute sequences.")]
|
||||
public readonly string Image = null;
|
||||
|
||||
[SequenceReference("Image")]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
||||
[Desc("Parachute opening sequence.")]
|
||||
public readonly string OpeningSequence = null;
|
||||
|
||||
[SequenceReference("Image")]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
||||
[Desc("Parachute idle sequence.")]
|
||||
public readonly string Sequence = null;
|
||||
|
||||
[SequenceReference("Image")]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
||||
[Desc("Parachute closing sequence. Defaults to opening sequence played backwards.")]
|
||||
public readonly string ClosingSequence = null;
|
||||
|
||||
@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
[Desc("The image that contains the shadow sequence for the paradropped unit.")]
|
||||
public readonly string ShadowImage = null;
|
||||
|
||||
[SequenceReference("ShadowImage")]
|
||||
[SequenceReference("ShadowImage", allowNullImage: true)]
|
||||
[Desc("Paradropped unit's shadow sequence.")]
|
||||
public readonly string ShadowSequence = null;
|
||||
|
||||
|
||||
@@ -55,7 +55,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
[Desc("Trail animation.")]
|
||||
public readonly string TrailImage = null;
|
||||
|
||||
[SequenceReference("TrailImage")]
|
||||
[SequenceReference("TrailImage", allowNullImage: true)]
|
||||
[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
|
||||
public readonly string[] TrailSequences = { };
|
||||
|
||||
|
||||
@@ -10,12 +10,11 @@
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.Common.Graphics;
|
||||
|
||||
namespace OpenRA.Mods.Common.UtilityCommands
|
||||
{
|
||||
class CheckSquenceSprites : IUtilityCommand
|
||||
class CheckSequenceSprites : IUtilityCommand
|
||||
{
|
||||
string IUtilityCommand.Name { get { return "--check-sequence-sprites"; } }
|
||||
|
||||
@@ -29,18 +28,22 @@ namespace OpenRA.Mods.Common.UtilityCommands
|
||||
{
|
||||
// HACK: The engine code assumes that Game.modData is set.
|
||||
var modData = Game.ModData = utility.ModData;
|
||||
|
||||
var failed = false;
|
||||
modData.SpriteSequenceLoader.OnMissingSpriteError = s => { Console.WriteLine("\t" + s); failed = true; };
|
||||
|
||||
foreach (var t in modData.Manifest.TileSets)
|
||||
foreach (var kv in modData.DefaultSequences)
|
||||
{
|
||||
var ts = new TileSet(modData.DefaultFileSystem, t);
|
||||
Console.WriteLine("Tileset: " + ts.Name);
|
||||
var sc = new SpriteCache(modData.DefaultFileSystem, modData.SpriteLoaders);
|
||||
var nodes = MiniYaml.Merge(modData.Manifest.Sequences.Select(s => MiniYaml.FromStream(modData.DefaultFileSystem.Open(s), s)));
|
||||
foreach (var n in nodes.Where(node => !node.Key.StartsWith(ActorInfo.AbstractActorPrefix, StringComparison.Ordinal)))
|
||||
modData.SpriteSequenceLoader.ParseSequences(modData, ts, sc, n);
|
||||
Console.WriteLine("Tileset: " + kv.Key);
|
||||
foreach (var image in kv.Value.Images)
|
||||
{
|
||||
foreach (var sequence in kv.Value.Sequences(image))
|
||||
{
|
||||
var s = kv.Value.GetSequence(image, sequence) as FileNotFoundSequence;
|
||||
if (s != null)
|
||||
{
|
||||
Console.WriteLine("\tSequence `{0}.{1}` references sprite `{2}` that does not exist.", image, sequence, s.Filename);
|
||||
failed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (failed)
|
||||
|
||||
@@ -20,7 +20,7 @@ namespace OpenRA.Mods.Common.Warheads
|
||||
{
|
||||
public class CreateEffectWarhead : Warhead
|
||||
{
|
||||
[SequenceReference("Image")]
|
||||
[SequenceReference("Image", allowNullImage: true)]
|
||||
[Desc("List of explosion sequences that can be used.")]
|
||||
public readonly string[] Explosions = new string[0];
|
||||
|
||||
|
||||
Reference in New Issue
Block a user