Make WithSpriteBody a pausable trait

Allowing to drop the PauseAnimationWhenDisabled property (in favor of using PausOnCondition).
This commit is contained in:
reaperrr
2017-09-12 19:26:54 +02:00
committed by Pavel Penev
parent 786a0eb07f
commit 917c6884ed

View File

@@ -18,7 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Default trait for rendering sprite-based actors.")]
public class WithSpriteBodyInfo : ConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>
public class WithSpriteBodyInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>
{
[Desc("Animation to play when the actor is created."), SequenceReference]
public readonly string StartSequence = null;
@@ -26,9 +26,6 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Animation to play when the actor is idle."), SequenceReference]
public readonly string Sequence = "idle";
[Desc("Pause animation when actor is disabled.")]
public readonly bool PauseAnimationWhenDisabled = false;
[Desc("Identifier used to assign modifying traits to this sprite body.")]
public readonly string Name = "body";
@@ -46,7 +43,7 @@ namespace OpenRA.Mods.Common.Traits.Render
}
}
public class WithSpriteBody : ConditionalTrait<WithSpriteBodyInfo>, INotifyDamageStateChanged, INotifyBuildComplete
public class WithSpriteBody : PausableConditionalTrait<WithSpriteBodyInfo>, INotifyDamageStateChanged, INotifyBuildComplete
{
public readonly Animation DefaultAnimation;
@@ -58,9 +55,7 @@ namespace OpenRA.Mods.Common.Traits.Render
{
var rs = init.Self.Trait<RenderSprites>();
Func<bool> paused = null;
if (info.PauseAnimationWhenDisabled)
paused = () => init.Self.IsDisabled() &&
Func<bool> paused = () => IsTraitPaused &&
DefaultAnimation.CurrentSequence.Name == NormalizeSequence(init.Self, Info.Sequence);
DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused);