Fix WithBuildingPlacedAnimation interrupting WithMakeAnimation
The bug happens when a second (or third, fourth etc.) Conyard deploys while a building is placed from the first Conyard. The `WithMakeAnimation` running on the second CY uses `Animation::PlayThen` to call `Building::Unlock` in a delegate. `WithBuildingPlacedAnimation::BuildingPlaced` runs when a building placed and replaces the delegate from `WithMakeAnimation` with its own before it has a chance to run, and so the new Conyard never gets unlocked. The fix is then to simply not run `BuildingPlaced` on conyards that haven't completed the make animation yet.
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@@ -21,19 +21,27 @@ namespace OpenRA.Mods.Common.Traits
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public object Create(ActorInitializer init) { return new WithBuildingPlacedAnimation(init.Self, this); }
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public object Create(ActorInitializer init) { return new WithBuildingPlacedAnimation(init.Self, this); }
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}
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}
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public class WithBuildingPlacedAnimation : INotifyBuildingPlaced
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public class WithBuildingPlacedAnimation : INotifyBuildingPlaced, INotifyBuildComplete
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{
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{
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WithBuildingPlacedAnimationInfo info;
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WithBuildingPlacedAnimationInfo info;
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RenderSimple renderSimple;
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RenderSimple renderSimple;
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bool buildComplete;
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public WithBuildingPlacedAnimation(Actor self, WithBuildingPlacedAnimationInfo info)
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public WithBuildingPlacedAnimation(Actor self, WithBuildingPlacedAnimationInfo info)
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{
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{
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this.info = info;
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this.info = info;
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renderSimple = self.Trait<RenderSimple>();
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renderSimple = self.Trait<RenderSimple>();
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buildComplete = !self.HasTrait<Building>();
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}
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public void BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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}
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public void BuildingPlaced(Actor self)
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public void BuildingPlaced(Actor self)
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{
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{
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if (buildComplete)
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renderSimple.PlayCustomAnim(self, info.Sequence);
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renderSimple.PlayCustomAnim(self, info.Sequence);
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}
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}
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}
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}
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