fix spy crashing things when disguised as a unit with fewer idle anims

This commit is contained in:
Chris Forbes
2010-12-04 11:02:53 +13:00
parent 05718f9e8e
commit 9c20fba4a0
3 changed files with 16 additions and 10 deletions

View File

@@ -56,13 +56,14 @@ namespace OpenRA.Graphics
PlayThen( sequenceName, () => PlayRepeating( CurrentSequence.Name ) );
}
public void ReplaceAnim(string sequenceName)
public bool ReplaceAnim(string sequenceName)
{
if (!HasSequence(sequenceName))
return;
return false;
CurrentSequence = SequenceProvider.GetSequence(name, sequenceName);
frame %= CurrentSequence.Length;
return true;
}
public void PlayThen( string sequenceName, Action after )
@@ -124,14 +125,15 @@ namespace OpenRA.Graphics
}
}
public void ChangeImage(string newImage)
public void ChangeImage(string newImage, string newAnimIfMissing)
{
newImage = newImage.ToLowerInvariant();
if (name != newImage)
{
name = newImage.ToLowerInvariant();
ReplaceAnim(CurrentSequence.Name);
if (!ReplaceAnim(CurrentSequence.Name))
ReplaceAnim(newAnimIfMissing);
}
}

View File

@@ -8,8 +8,8 @@
*/
#endregion
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
using OpenRA.Mods.RA.Render;
namespace OpenRA.Mods.RA
{
@@ -20,7 +20,6 @@ namespace OpenRA.Mods.RA
public object Create(ActorInitializer init) { return new IdleAnimation(this); }
}
// infantry prone behavior
class IdleAnimation : ITick, INotifyIdle
{
enum IdleState
@@ -53,8 +52,13 @@ namespace OpenRA.Mods.RA
else if (delay > 0 && --delay == 0)
{
state = IdleState.Active;
self.Trait<RenderInfantry>().anim.PlayThen(sequence, () => state = IdleState.None);
state = IdleState.Active;
var ri = self.TraitOrDefault<RenderInfantry>();
if (ri.anim.HasSequence(sequence))
ri.anim.PlayThen(sequence, () => state = IdleState.None);
else
state = IdleState.None;
}
}

View File

@@ -46,13 +46,13 @@ namespace OpenRA.Mods.RA.Render
{
disguisedAsPlayer = target.Owner;
disguisedAsSprite = target.Trait<RenderSimple>().GetImage(target);
anim.ChangeImage(disguisedAsSprite);
anim.ChangeImage(disguisedAsSprite, "stand");
}
else
{
disguisedAsPlayer = null;
disguisedAsSprite = null;
anim.ChangeImage(GetImage(self));
anim.ChangeImage(GetImage(self), "stand");
}
}
}