Fix various Mods.Common animation traits not supporting actors having multiple sprite bodies
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committed by
Matthias Mailänder
parent
0d0d2e0ae3
commit
9d24c40f92
@@ -9,6 +9,7 @@
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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@@ -20,6 +21,9 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Sequence to use for the charge levels.")]
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public readonly string Sequence = "active";
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[Desc("Which sprite body to play the animation on.")]
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public readonly string Body = "body";
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public object Create(ActorInitializer init) { return new WithChargeAnimation(init.Self, this); }
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}
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@@ -32,7 +36,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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public WithChargeAnimation(Actor self, WithChargeAnimationInfo info)
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{
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this.info = info;
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wsb = self.Trait<WithSpriteBody>();
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wsb = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == info.Body);
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attackCharges = self.Trait<AttackCharges>();
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}
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