Remove MuzzleSplitFacings and expose MuzzleSequence to testing.

This commit is contained in:
Matthias Mailänder
2020-08-08 16:04:12 +02:00
committed by abcdefg30
parent b03ab1212f
commit c48eb572e3
9 changed files with 93 additions and 52 deletions

View File

@@ -53,6 +53,7 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Recoil recovery per-frame")]
public readonly WDist RecoilRecovery = new WDist(9);
[SequenceReference]
[Desc("Muzzle flash sequence to render")]
public readonly string MuzzleSequence = null;
@@ -60,9 +61,6 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Palette to render Muzzle flash sequence in")]
public readonly string MuzzlePalette = "effect";
[Desc("Use multiple muzzle images if non-zero")]
public readonly int MuzzleSplitFacings = 0;
[GrantedConditionReference]
[Desc("Condition to grant while reloading.")]
public readonly string ReloadingCondition = null;

View File

@@ -173,10 +173,6 @@ namespace OpenRA.Mods.Common.Traits
// Muzzle facing is fixed once the firing starts
var muzzleAnim = new Animation(self.World, paxRender[a.Actor].GetImage(a.Actor), () => targetYaw);
var sequence = a.Info.MuzzleSequence;
if (a.Info.MuzzleSplitFacings > 0)
sequence += Util.IndexFacing(targetYaw, a.Info.MuzzleSplitFacings).ToString();
var muzzleFlash = new AnimationWithOffset(muzzleAnim,
() => PortOffset(self, port),
() => false,

View File

@@ -76,9 +76,6 @@ namespace OpenRA.Mods.Common.Traits.Render
return;
var sequence = a.Info.MuzzleSequence;
if (a.Info.MuzzleSplitFacings > 0)
sequence += Util.IndexFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
visible[barrel] = true;
anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
}