Add plumbing for notifying traits of movement
More precisely, about start and stop of movement.
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@@ -188,18 +188,7 @@ namespace OpenRA.Mods.Common.Activities
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{
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path.Add(nextCell.Value.First);
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// If Mobile.Info.AlwaysConsiderTurnAsMove is true, we consider Turn as movement regardless of facing delta size.
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// IsMoving is then set back to false in Turn.OnLastRun.
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// This is needed for actors that want to display their movement animation during turns (walker units, for example).
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mobile.IsMoving = mobile.Info.AlwaysConsiderTurnAsMove;
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// HACK: To fix visual hiccups on actors with move animations during "L-turn to next part of movement" transitions
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// or invisible mini-turns (due to less sprite facings than internal facings), we set IsMoving to 'true' during Turn activity
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// when the facing delta is low enough to be covered with a single Turn tick.
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// To avoid issues, we also make these mini-turns uninterruptible (like MovePart activities) to ensure the actor
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// finishes that mini-turn before starting something else.
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var facingWithinTolerance = Util.FacingWithinTolerance(mobile.Facing, firstFacing, mobile.TurnSpeed);
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QueueChild(self, new Turn(self, firstFacing, facingWithinTolerance, !facingWithinTolerance), true);
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QueueChild(self, new Turn(self, firstFacing), true);
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return this;
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}
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@@ -337,7 +326,6 @@ namespace OpenRA.Mods.Common.Activities
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return this;
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var ret = InnerTick(self, Move.mobile);
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Move.mobile.IsMoving = ret is MovePart;
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if (moveFraction > MoveFractionTotal)
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moveFraction = MoveFractionTotal;
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