Always leave trails when no TerrainTypes are defined
Requiring terrain types is bogus, as it unnecessarily complicates using this trait for airborne units.
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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[PaletteReference] public readonly string Palette = "effect";
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[PaletteReference] public readonly string Palette = "effect";
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[Desc("Only do so when the terrain types match with the previous cell.")]
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[Desc("Only leave trail on listed terrain types. Leave empty to leave trail on all terrain types.")]
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public readonly HashSet<string> TerrainTypes = new HashSet<string>();
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public readonly HashSet<string> TerrainTypes = new HashSet<string>();
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[Desc("Accepts values: Cell to draw the trail sprite in the center of the current cell,",
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[Desc("Accepts values: Cell to draw the trail sprite in the center of the current cell,",
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@@ -123,7 +123,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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var spawnFacing = Info.SpawnAtLastPosition ? cachedFacing : (facing != null ? facing.Facing : 0);
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var spawnFacing = Info.SpawnAtLastPosition ? cachedFacing : (facing != null ? facing.Facing : 0);
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if (Info.TerrainTypes.Contains(type) && !string.IsNullOrEmpty(Info.Image))
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if ((Info.TerrainTypes.Count == 0 || Info.TerrainTypes.Contains(type)) && !string.IsNullOrEmpty(Info.Image))
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, self.World, Info.Image,
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, self.World, Info.Image,
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Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, Info.VisibleThroughFog, false, spawnFacing)));
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Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, Info.VisibleThroughFog, false, spawnFacing)));
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