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.
This commit is contained in:
Oliver Brakmann
2015-06-06 14:53:57 +02:00
parent 1651bd817b
commit a9339d91ea

View File

@@ -21,19 +21,27 @@ namespace OpenRA.Mods.Common.Traits
public object Create(ActorInitializer init) { return new WithBuildingPlacedAnimation(init.Self, this); } public object Create(ActorInitializer init) { return new WithBuildingPlacedAnimation(init.Self, this); }
} }
public class WithBuildingPlacedAnimation : INotifyBuildingPlaced public class WithBuildingPlacedAnimation : INotifyBuildingPlaced, INotifyBuildComplete
{ {
WithBuildingPlacedAnimationInfo info; WithBuildingPlacedAnimationInfo info;
RenderSimple renderSimple; RenderSimple renderSimple;
bool buildComplete;
public WithBuildingPlacedAnimation(Actor self, WithBuildingPlacedAnimationInfo info) public WithBuildingPlacedAnimation(Actor self, WithBuildingPlacedAnimationInfo info)
{ {
this.info = info; this.info = info;
renderSimple = self.Trait<RenderSimple>(); renderSimple = self.Trait<RenderSimple>();
buildComplete = !self.HasTrait<Building>();
}
public void BuildingComplete(Actor self)
{
buildComplete = true;
} }
public void BuildingPlaced(Actor self) public void BuildingPlaced(Actor self)
{ {
if (buildComplete)
renderSimple.PlayCustomAnim(self, info.Sequence); renderSimple.PlayCustomAnim(self, info.Sequence);
} }
} }