Change animations to use the proper SequenceProvider

Remove references to the global "Game" and use the SequenceProvider
of the current world/map.
This commit is contained in:
Pavlos Touboulidis
2014-05-11 03:05:47 +03:00
parent 6eabc6adf5
commit b560268495
52 changed files with 132 additions and 117 deletions

View File

@@ -21,15 +21,15 @@ namespace OpenRA.Mods.RA.Render
public override object Create(ActorInitializer init) { return new RenderBuildingWarFactory( init, this ); }
/* get around unverifiability */
IEnumerable<IRenderable> BaseBuildingPreview(ActorInfo building, PaletteReference pr)
IEnumerable<IRenderable> BaseBuildingPreview(World world, ActorInfo building, PaletteReference pr)
{
return base.RenderPreview(building, pr);
return base.RenderPreview(world, building, pr);
}
public override IEnumerable<IRenderable> RenderPreview(ActorInfo building, PaletteReference pr)
public override IEnumerable<IRenderable> RenderPreview(World world, ActorInfo building, PaletteReference pr)
{
var p = BaseBuildingPreview(building, pr);
var anim = new Animation(RenderSprites.GetImage(building), () => 0);
var p = BaseBuildingPreview(world, building, pr);
var anim = new Animation(world, RenderSprites.GetImage(building), () => 0);
anim.PlayRepeating("idle-top");
return p.Concat(anim.Render(WPos.Zero, WVec.Zero, 0, pr, Scale));
@@ -46,7 +46,7 @@ namespace OpenRA.Mods.RA.Render
public RenderBuildingWarFactory(ActorInitializer init, RenderBuildingInfo info)
: base(init, info)
{
roof = new Animation(GetImage(init.self));
roof = new Animation(init.world, GetImage(init.self));
var bi = init.self.Info.Traits.Get<BuildingInfo>();
// Additional 512 units move from center -> top of cell