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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@@ -20,7 +20,7 @@ namespace OpenRA.Mods.Common.Lint
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{
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class CheckSequences : ILintSequencesPass
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{
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void ILintSequencesPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Ruleset rules, SequenceProvider sequences)
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void ILintSequencesPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Ruleset rules, SequenceSet sequences)
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{
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var factions = rules.Actors[SystemActors.World].TraitInfos<FactionInfo>().Select(f => f.InternalName).ToArray();
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foreach (var actorInfo in rules.Actors)
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