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

@@ -55,7 +55,6 @@ namespace OpenRA.Mods.Common.Traits.Render
{
readonly IMove move;
protected readonly Animation DefaultAnimation;
readonly bool hasIdleSequence;
bool dirty;
string idleSequence;
@@ -66,6 +65,12 @@ namespace OpenRA.Mods.Common.Traits.Render
bool IsModifyingSequence { get { return rsm != null && rsm.IsModifyingSequence; } }
bool wasModifying;
// Allow subclasses to override the info that we use for rendering
protected virtual WithInfantryBodyInfo GetDisplayInfo()
{
return Info;
}
public WithInfantryBody(ActorInitializer init, WithInfantryBodyInfo info)
: base(info)
{
@@ -75,7 +80,6 @@ namespace OpenRA.Mods.Common.Traits.Render
DefaultAnimation = new Animation(init.World, rs.GetImage(self), RenderSprites.MakeFacingFunc(self));
rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled));
PlayStandAnimation(self);
hasIdleSequence = Info.IdleSequences.Length > 0;
move = init.Self.Trait<IMove>();
}
@@ -83,7 +87,8 @@ namespace OpenRA.Mods.Common.Traits.Render
protected override void Created(Actor self)
{
rsm = self.TraitOrDefault<IRenderInfantrySequenceModifier>();
idleDelay = self.World.SharedRandom.Next(Info.MinIdleDelay, Info.MaxIdleDelay);
var info = GetDisplayInfo();
idleDelay = self.World.SharedRandom.Next(info.MinIdleDelay, info.MaxIdleDelay);
base.Created(self);
}
@@ -100,7 +105,7 @@ namespace OpenRA.Mods.Common.Traits.Render
protected virtual bool AllowIdleAnimation(Actor self)
{
return hasIdleSequence && !IsModifyingSequence;
return GetDisplayInfo().IdleSequences.Length > 0 && !IsModifyingSequence;
}
public void PlayStandAnimation(Actor self)
@@ -118,8 +123,9 @@ namespace OpenRA.Mods.Common.Traits.Render
public void Attacking(Actor self, Target target, Armament a)
{
string sequence;
if (!Info.AttackSequences.TryGetValue(a.Info.Name, out sequence))
sequence = Info.DefaultAttackSequence;
var info = GetDisplayInfo();
if (!info.AttackSequences.TryGetValue(a.Info.Name, out sequence))
sequence = info.DefaultAttackSequence;
if (!string.IsNullOrEmpty(sequence) && DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, sequence)))
{
@@ -153,7 +159,7 @@ namespace OpenRA.Mods.Common.Traits.Render
if ((state != AnimationState.Moving || dirty) && move.CurrentMovementTypes.HasFlag(MovementType.Horizontal))
{
state = AnimationState.Moving;
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, Info.MoveSequence));
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, GetDisplayInfo().MoveSequence));
}
else if (((state == AnimationState.Moving || dirty) && !move.CurrentMovementTypes.HasFlag(MovementType.Horizontal))
|| ((state == AnimationState.Idle || state == AnimationState.IdleAnimating) && !self.IsIdle))
@@ -170,8 +176,9 @@ namespace OpenRA.Mods.Common.Traits.Render
if (state == AnimationState.Waiting)
{
state = AnimationState.Idle;
idleSequence = Info.IdleSequences.Random(self.World.SharedRandom);
idleDelay = self.World.SharedRandom.Next(Info.MinIdleDelay, Info.MaxIdleDelay);
var info = GetDisplayInfo();
idleSequence = info.IdleSequences.Random(self.World.SharedRandom);
idleDelay = self.World.SharedRandom.Next(info.MinIdleDelay, info.MaxIdleDelay);
}
else if (state == AnimationState.Idle && idleDelay > 0 && --idleDelay == 0)
{