Fix various Mods.Cnc animation traits not supporting actors having multiple sprite bodies

This commit is contained in:
reaperrr
2018-05-17 09:54:00 +02:00
committed by Matthias Mailänder
parent 9d24c40f92
commit d060f885e8
4 changed files with 24 additions and 10 deletions

View File

@@ -9,6 +9,7 @@
*/
#endregion
using System.Linq;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
@@ -20,6 +21,9 @@ namespace OpenRA.Mods.Cnc.Traits.Render
[Desc("Sequence to use for charge animation.")]
[SequenceReference] public readonly string ChargeSequence = "active";
[Desc("Which sprite body to play the animation on.")]
public readonly string Body = "body";
public object Create(ActorInitializer init) { return new WithTeslaChargeAnimation(init, this); }
}
@@ -31,7 +35,7 @@ namespace OpenRA.Mods.Cnc.Traits.Render
public WithTeslaChargeAnimation(ActorInitializer init, WithTeslaChargeAnimationInfo info)
{
this.info = info;
wsb = init.Self.Trait<WithSpriteBody>();
wsb = init.Self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == info.Body);
}
void INotifyTeslaCharging.Charging(Actor self, Target target)