Fix WithDisguisingInfantryBody idle animation crash.

This commit is contained in:
Paul Chote
2020-03-01 12:36:21 +00:00
committed by Matthias Mailänder
parent e6314a944c
commit ce91c5a76f
2 changed files with 35 additions and 13 deletions

View File

@@ -9,6 +9,7 @@
*/
#endregion
using System.Linq;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
@@ -21,39 +22,53 @@ namespace OpenRA.Mods.Cnc.Traits.Render
class WithDisguisingInfantryBody : WithInfantryBody
{
readonly WithDisguisingInfantryBodyInfo info;
readonly Disguise disguise;
readonly RenderSprites rs;
ActorInfo disguiseActor;
Player disguisePlayer;
WithInfantryBodyInfo disguiseInfantryBody;
string disguiseImage;
public WithDisguisingInfantryBody(ActorInitializer init, WithDisguisingInfantryBodyInfo info)
: base(init, info)
{
this.info = info;
rs = init.Self.Trait<RenderSprites>();
disguise = init.Self.Trait<Disguise>();
}
protected override WithInfantryBodyInfo GetDisplayInfo()
{
return disguiseInfantryBody ?? Info;
}
protected override void Tick(Actor self)
{
if (disguise.AsActor != disguiseActor || disguise.AsPlayer != disguisePlayer)
{
// Force actor back to the stand state to avoid mismatched sequences
PlayStandAnimation(self);
disguiseActor = disguise.AsActor;
disguisePlayer = disguise.AsPlayer;
disguiseImage = null;
disguiseInfantryBody = null;
if (disguisePlayer != null)
{
var renderSprites = disguiseActor.TraitInfoOrDefault<RenderSpritesInfo>();
if (renderSprites != null)
var infantryBody = disguiseActor.TraitInfos<WithInfantryBodyInfo>()
.FirstOrDefault(t => t.EnabledByDefault);
if (renderSprites != null && infantryBody != null)
{
disguiseImage = renderSprites.GetImage(disguiseActor, self.World.Map.Rules.Sequences, disguisePlayer.InternalName);
disguiseInfantryBody = infantryBody;
}
}
var sequence = DefaultAnimation.GetRandomExistingSequence(info.StandSequences, Game.CosmeticRandom);
var sequence = DefaultAnimation.GetRandomExistingSequence(GetDisplayInfo().StandSequences, Game.CosmeticRandom);
if (sequence != null)
DefaultAnimation.ChangeImage(disguiseImage ?? rs.GetImage(self), sequence);
rs.UpdatePalette();
}