Fix duplicate muzzle rendering.
This commit is contained in:
@@ -39,16 +39,12 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
var render = self.Trait<RenderSprites>();
|
||||
var facing = self.TraitOrDefault<IFacing>();
|
||||
|
||||
armaments = self.TraitsImplementing<Armament>().ToArray();
|
||||
armaments = self.TraitsImplementing<Armament>()
|
||||
.Where(arm => arm.Info.MuzzleSequence != null)
|
||||
.ToArray();
|
||||
|
||||
foreach (var arm in armaments)
|
||||
{
|
||||
var armClosure = arm; // closure hazard in AnimationWithOffset
|
||||
|
||||
// Skip armaments that don't define muzzles
|
||||
if (arm.Info.MuzzleSequence == null)
|
||||
continue;
|
||||
|
||||
foreach (var b in arm.Barrels)
|
||||
{
|
||||
var barrel = b;
|
||||
@@ -68,7 +64,7 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
visible.Add(barrel, false);
|
||||
anims.Add(barrel,
|
||||
new AnimationWithOffset(muzzleFlash,
|
||||
() => info.IgnoreOffset ? WVec.Zero : armClosure.MuzzleOffset(self, barrel),
|
||||
() => info.IgnoreOffset ? WVec.Zero : arm.MuzzleOffset(self, barrel),
|
||||
() => IsTraitDisabled || !visible[barrel],
|
||||
p => RenderUtils.ZOffsetFromCenter(self, p, 2)));
|
||||
}
|
||||
@@ -77,19 +73,13 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
|
||||
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
||||
{
|
||||
if (a == null)
|
||||
if (a == null || barrel == null || !armaments.Contains(a))
|
||||
return;
|
||||
|
||||
var sequence = a.Info.MuzzleSequence;
|
||||
if (sequence == null)
|
||||
return;
|
||||
|
||||
if (a.Info.MuzzleSplitFacings > 0)
|
||||
sequence += Util.QuantizeFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
|
||||
|
||||
if (barrel == null)
|
||||
return;
|
||||
|
||||
visible[barrel] = true;
|
||||
anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
|
||||
}
|
||||
@@ -101,15 +91,13 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
foreach (var arm in armaments)
|
||||
{
|
||||
var palette = wr.Palette(arm.Info.MuzzlePalette);
|
||||
foreach (var kv in anims)
|
||||
foreach (var b in arm.Barrels)
|
||||
{
|
||||
if (!visible[kv.Key])
|
||||
var anim = anims[b];
|
||||
if (anim.DisableFunc != null && anim.DisableFunc())
|
||||
continue;
|
||||
|
||||
if (kv.Value.DisableFunc != null && kv.Value.DisableFunc())
|
||||
continue;
|
||||
|
||||
foreach (var r in kv.Value.Render(self, wr, palette, 1f))
|
||||
foreach (var r in anim.Render(self, wr, palette, 1f))
|
||||
yield return r;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user