Fix various Mods.Common animation traits not supporting actors having multiple sprite bodies
This commit is contained in:
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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@@ -19,6 +20,9 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Sequence name to use")]
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[SequenceReference] 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 override object Create(ActorInitializer init) { return new WithRepairAnimation(init.Self, this); }
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}
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@@ -30,14 +34,14 @@ namespace OpenRA.Mods.Common.Traits.Render
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public WithRepairAnimation(Actor self, WithRepairAnimationInfo info)
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: base(info)
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{
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spriteBody = self.TraitOrDefault<WithSpriteBody>();
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spriteBody = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
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}
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void INotifyRepair.BeforeRepair(Actor self, Actor target) { }
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void INotifyRepair.RepairTick(Actor self, Actor target)
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{
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if (buildComplete && spriteBody != null && !IsTraitDisabled)
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if (buildComplete && !IsTraitDisabled)
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spriteBody.PlayCustomAnimation(self, Info.Sequence);
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}
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