Fix various Mods.Common animation traits not supporting actors having multiple sprite bodies

This commit is contained in:
reaperrr
2018-05-17 09:19:13 +02:00
committed by Matthias Mailänder
parent 0d0d2e0ae3
commit 9d24c40f92
10 changed files with 45 additions and 13 deletions

View File

@@ -9,6 +9,7 @@
*/
#endregion
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
@@ -19,6 +20,9 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "active";
[Desc("Which sprite body to play the animation on.")]
public readonly string Body = "body";
public override object Create(ActorInitializer init) { return new WithNukeLaunchAnimation(init.Self, this); }
}
@@ -30,12 +34,12 @@ namespace OpenRA.Mods.Common.Traits.Render
public WithNukeLaunchAnimation(Actor self, WithNukeLaunchAnimationInfo info)
: base(info)
{
spriteBody = self.TraitOrDefault<WithSpriteBody>();
spriteBody = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
}
void INotifyNuke.Launching(Actor self)
{
if (buildComplete && spriteBody != null && !IsTraitDisabled)
if (buildComplete && !IsTraitDisabled)
spriteBody.PlayCustomAnimation(self, Info.Sequence, () => spriteBody.CancelCustomAnimation(self));
}