check for missing sequence entries using lint

This commit is contained in:
Matthias Mailänder
2015-05-24 14:24:09 +02:00
parent 7424f32b2f
commit 7faebe874a
59 changed files with 273 additions and 84 deletions

View File

@@ -21,10 +21,11 @@ namespace OpenRA.Mods.Common.Traits
{
public readonly int MinIdleWaitTicks = 30;
public readonly int MaxIdleWaitTicks = 110;
public readonly string MoveSequence = "run";
public readonly string AttackSequence = "shoot";
public readonly string[] IdleSequences = { };
public readonly string[] StandSequences = { "stand" };
[SequenceReference] public readonly string MoveSequence = "run";
[SequenceReference] public readonly string AttackSequence = null;
[SequenceReference] public readonly string[] IdleSequences = { };
[SequenceReference] public readonly string[] StandSequences = { "stand" };
public virtual object Create(ActorInitializer init) { return new WithInfantryBody(init, this); }
@@ -93,9 +94,11 @@ namespace OpenRA.Mods.Common.Traits
public void Attacking(Actor self, Target target)
{
state = AnimationState.Attacking;
if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, Info.AttackSequence)))
if (!string.IsNullOrEmpty(Info.AttackSequence) && DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, Info.AttackSequence)))
{
state = AnimationState.Attacking;
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, Info.AttackSequence), () => state = AnimationState.Idle);
}
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)