Merge repair and rearm anim traits into WithResupplyAnimation

This is the safest approach to avoid conflicts/visual glitches when the host is responsible for both resupply types.
The new trait will simply play a looping animation as long as the actor is resupplying in any form.
This commit is contained in:
reaperrr
2017-11-14 15:07:16 +01:00
committed by abcdefg30
parent 9fb8f6c6f8
commit 8144fca5be
14 changed files with 278 additions and 143 deletions

View File

@@ -53,11 +53,11 @@ namespace OpenRA.Mods.Cnc.Activities
if (rearmTarget == null)
return new Wait(20);
// Add a CloseEnough range of 512 to the Repair activity in order to ensure that we're at the host actor
// Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor
return ActivityUtils.SequenceActivities(
new MoveAdjacentTo(self, Target.FromActor(rearmTarget)),
movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget),
new Rearm(self),
new Rearm(self, rearmTarget, new WDist(512)),
new Repair(self, rearmTarget, new WDist(512)),
this);
}