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

@@ -124,7 +124,7 @@ namespace OpenRA.Mods.Common.Traits
// will need to be rewritten anyway, so this is OK for now.
self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(targetActor.CenterPosition), targetActor));
if (CanRearmAt(targetActor) && CanRearm())
self.QueueActivity(new Rearm(self));
self.QueueActivity(new Rearm(self, targetActor, new WDist(512)));
// Add a CloseEnough range of 512 to ensure we're at the host actor
self.QueueActivity(new Repair(self, targetActor, new WDist(512)));