Rewrite sequence loading logic.
Multiple layers of Lazy<T>ness are replaced with an explicit two-part loading scheme. Sequences are parsed immediately, without the need for the sprite assets, and tell the SpriteCache which frames they need. Use-cases that want the actual sprites can then tell the SpriteCache to load the frames and the sequences to resolve the sprites.
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@@ -226,7 +226,7 @@ namespace OpenRA
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{
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return Ruleset.Load(modData, this, TileSet, innerData.RuleDefinitions,
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innerData.WeaponDefinitions, innerData.VoiceDefinitions, innerData.NotificationDefinitions,
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innerData.MusicDefinitions, innerData.SequenceDefinitions, innerData.ModelSequenceDefinitions);
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innerData.MusicDefinitions, innerData.ModelSequenceDefinitions);
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}
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public MapPreview(ModData modData, string uid, MapGridType gridType, MapCache cache)
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