Change animations to use the proper SequenceProvider
Remove references to the global "Game" and use the SequenceProvider of the current world/map.
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@@ -19,7 +19,7 @@ namespace OpenRA.Graphics
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public bool IsDecoration = false;
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public Func<bool> Paused;
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Func<int> facingFunc;
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readonly Func<int> facingFunc;
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int frame = 0;
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bool backwards = false;
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@@ -29,27 +29,19 @@ namespace OpenRA.Graphics
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public string Name { get { return name; } }
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readonly SequenceProvider sequenceProvider;
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static SequenceProvider lastSequenceProvider;
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public Animation(string name)
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: this(name, () => 0) {}
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public Animation(World world, string name)
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: this(world, name, () => 0) { }
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public Animation(string name, Func<int> facingFunc)
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public Animation(World world, string name, Func<int> facingFunc)
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: this(world.Map.SequenceProvider, name, facingFunc) { }
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public Animation(SequenceProvider sequenceProvider, string name, Func<int> facingFunc)
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{
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this.sequenceProvider = sequenceProvider;
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this.name = name.ToLowerInvariant();
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this.tickFunc = () => {};
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this.facingFunc = facingFunc;
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// TODO: This is wrong, don't use the static
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if (Game.orderManager != null && Game.orderManager.world != null && Game.orderManager.world.Map != null)
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sequenceProvider = Game.orderManager.world.Map.SequenceProvider;
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// HACK: This just makes sure we have a sequence provider in between map changes for delayed actions
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// It sucks but it can only be removed when we don't use the statics above but replace them with
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// a possible parameter on this constructor.
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if (sequenceProvider == null)
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sequenceProvider = lastSequenceProvider;
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else
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lastSequenceProvider = sequenceProvider;
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}
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int CurrentFrame { get { return backwards ? CurrentSequence.Start + CurrentSequence.Length - frame - 1 : frame; } }
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