Split *AimAnimation from WithTurretAttackAnimation

These two didn't interact and actually even conflicted when used at the same time, so splitting them is the sensible thing to do.
This commit is contained in:
reaperrr
2017-09-16 20:30:22 +02:00
committed by abcdefg30
parent bd097730cf
commit a1ad76ba74
4 changed files with 126 additions and 29 deletions

View File

@@ -1709,6 +1709,53 @@ namespace OpenRA.Mods.Common.UtilityCommands
}
}
// Split aim animation logic from WithTurretAttackAnimation to separate WithTurretAimAnimation
if (engineVersion < 20180223)
{
var turAttackAnim = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("WithTurretAttackAnimation", StringComparison.Ordinal));
if (turAttackAnim != null)
{
var atkSequence = turAttackAnim.Value.Nodes.FirstOrDefault(n => n.Key == "AttackSequence");
var aimSequence = turAttackAnim.Value.Nodes.FirstOrDefault(n => n.Key == "AimSequence");
// If only AimSequence is null, just rename AttackSequence to Sequence (ReloadPrefix is very unlikely to be defined in that case).
// If only AttackSequence is null, just rename the trait and property (the delay properties will likely be undefined).
// If both aren't null, split/copy everything relevant to the new WithTurretAimAnimation.
// If both are null (extremely unlikely), do nothing.
if (atkSequence == null && aimSequence != null)
{
RenameNodeKey(turAttackAnim, "WithTurretAimAnimation");
RenameNodeKey(aimSequence, "Sequence");
}
else if (atkSequence != null && aimSequence == null)
RenameNodeKey(atkSequence, "Sequence");
else if (atkSequence != null && aimSequence != null)
{
var aimAnim = new MiniYamlNode("WithTurretAimAnimation", "");
RenameNodeKey(aimSequence, "Sequence");
aimAnim.Value.Nodes.Add(aimSequence);
turAttackAnim.Value.Nodes.Remove(aimSequence);
var relPrefix = turAttackAnim.Value.Nodes.FirstOrDefault(n => n.Key == "ReloadPrefix");
var turr = turAttackAnim.Value.Nodes.FirstOrDefault(n => n.Key == "Turret");
var arm = turAttackAnim.Value.Nodes.FirstOrDefault(n => n.Key == "Armament");
if (relPrefix != null)
{
aimAnim.Value.Nodes.Add(relPrefix);
turAttackAnim.Value.Nodes.Remove(relPrefix);
}
if (turr != null)
aimAnim.Value.Nodes.Add(turr);
if (arm != null)
aimAnim.Value.Nodes.Add(arm);
RenameNodeKey(atkSequence, "Sequence");
node.Value.Nodes.Add(aimAnim);
}
}
}
UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
}