Fix various Mods.Cnc animation traits not supporting actors having multiple sprite bodies
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committed by
Matthias Mailänder
parent
9d24c40f92
commit
d060f885e8
@@ -21,21 +21,24 @@ namespace OpenRA.Mods.Cnc.Traits
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class AttackPopupTurretedInfo : AttackTurretedInfo, Requires<BuildingInfo>, Requires<WithEmbeddedTurretSpriteBodyInfo>
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{
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[Desc("How many game ticks should pass before closing the actor's turret.")]
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public int CloseDelay = 125;
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public readonly int CloseDelay = 125;
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public int DefaultFacing = 0;
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public readonly int DefaultFacing = 0;
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[Desc("The percentage of damage that is received while this actor is closed.")]
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public int ClosedDamageMultiplier = 50;
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public readonly int ClosedDamageMultiplier = 50;
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[Desc("Sequence to play when opening.")]
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[SequenceReference] public string OpeningSequence = "opening";
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[SequenceReference] public readonly string OpeningSequence = "opening";
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[Desc("Sequence to play when closing.")]
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[SequenceReference] public string ClosingSequence = "closing";
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[SequenceReference] public readonly string ClosingSequence = "closing";
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[Desc("Idle sequence to play when closed.")]
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[SequenceReference] public string ClosedIdleSequence = "closed-idle";
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[SequenceReference] public readonly string ClosedIdleSequence = "closed-idle";
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[Desc("Which sprite body to play the animation on.")]
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public readonly string Body = "body";
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public override object Create(ActorInitializer init) { return new AttackPopupTurreted(init, this); }
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}
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@@ -57,7 +60,7 @@ namespace OpenRA.Mods.Cnc.Traits
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{
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this.info = info;
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turret = turrets.FirstOrDefault();
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wsb = init.Self.Trait<WithSpriteBody>();
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wsb = init.Self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == info.Body);
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skippedMakeAnimation = init.Contains<SkipMakeAnimsInit>();
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}
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