Resume looping default WithSpriteTurret.Sequence after custom anim
It doesn't really make sense not to, and the only trait using PlayCustomAnimation previously did this manually anyway.
This commit is contained in:
@@ -143,7 +143,7 @@ namespace OpenRA.Mods.Common.Traits.Render
|
|||||||
{
|
{
|
||||||
DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
|
DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
|
||||||
{
|
{
|
||||||
DefaultAnimation.Play(NormalizeSequence(self, Info.Sequence));
|
CancelCustomAnimation(self);
|
||||||
if (after != null)
|
if (after != null)
|
||||||
after();
|
after();
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -62,7 +62,7 @@ namespace OpenRA.Mods.Common.Traits.Render
|
|||||||
void PlayAttackAnimation(Actor self)
|
void PlayAttackAnimation(Actor self)
|
||||||
{
|
{
|
||||||
if (!string.IsNullOrEmpty(info.AttackSequence))
|
if (!string.IsNullOrEmpty(info.AttackSequence))
|
||||||
wst.PlayCustomAnimation(self, info.AttackSequence, () => wst.CancelCustomAnimation(self));
|
wst.PlayCustomAnimation(self, info.AttackSequence);
|
||||||
}
|
}
|
||||||
|
|
||||||
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
||||||
|
|||||||
Reference in New Issue
Block a user