Clean up style nits in RenderInfantry.

This commit is contained in:
Paul Chote
2013-10-25 20:09:07 +13:00
parent 67bca1fe8c
commit d0c5ab0ca3

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information #region Copyright & License Information
/* /*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS) * Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made * This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License * available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information, * as published by the Free Software Foundation. For more information,
@@ -8,10 +8,10 @@
*/ */
#endregion #endregion
using OpenRA.Mods.RA.Effects;
using OpenRA.Traits;
using OpenRA.Mods.RA.Activities; using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Effects;
using OpenRA.Mods.RA.Move; using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render namespace OpenRA.Mods.RA.Render
{ {
@@ -19,7 +19,7 @@ namespace OpenRA.Mods.RA.Render
{ {
public readonly int MinIdleWaitTicks = 30; public readonly int MinIdleWaitTicks = 30;
public readonly int MaxIdleWaitTicks = 110; public readonly int MaxIdleWaitTicks = 110;
public readonly string[] IdleAnimations = {}; public readonly string[] IdleAnimations = { };
public override object Create(ActorInitializer init) { return new RenderInfantry(init.self, this); } public override object Create(ActorInitializer init) { return new RenderInfantry(init.self, this); }
} }
@@ -33,11 +33,11 @@ namespace OpenRA.Mods.RA.Render
Moving, Moving,
Waiting, Waiting,
IdleAnimating IdleAnimating
}; }
protected bool dirty = false; protected bool dirty = false;
RenderInfantryInfo Info; RenderInfantryInfo info;
string idleSequence; string idleSequence;
int idleDelay; int idleDelay;
Mobile mobile; Mobile mobile;
@@ -49,7 +49,7 @@ namespace OpenRA.Mods.RA.Render
protected virtual bool AllowIdleAnimation(Actor self) protected virtual bool AllowIdleAnimation(Actor self)
{ {
return Info.IdleAnimations.Length > 0; return info.IdleAnimations.Length > 0;
} }
public AnimationState State { get; private set; } public AnimationState State { get; private set; }
@@ -57,7 +57,7 @@ namespace OpenRA.Mods.RA.Render
public RenderInfantry(Actor self, RenderInfantryInfo info) public RenderInfantry(Actor self, RenderInfantryInfo info)
: base(self, MakeFacingFunc(self)) : base(self, MakeFacingFunc(self))
{ {
Info = info; this.info = info;
anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0); anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
State = AnimationState.Waiting; State = AnimationState.Waiting;
mobile = self.Trait<Mobile>(); mobile = self.Trait<Mobile>();
@@ -93,6 +93,7 @@ namespace OpenRA.Mods.RA.Render
State = AnimationState.Moving; State = AnimationState.Moving;
anim.PlayRepeating(NormalizeInfantrySequence(self, "run")); anim.PlayRepeating(NormalizeInfantrySequence(self, "run"));
} }
dirty = false; dirty = false;
} }
@@ -103,10 +104,10 @@ namespace OpenRA.Mods.RA.Render
anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0); anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
State = AnimationState.Idle; State = AnimationState.Idle;
if (Info.IdleAnimations.Length > 0) if (info.IdleAnimations.Length > 0)
{ {
idleSequence = Info.IdleAnimations.Random(self.World.SharedRandom); idleSequence = info.IdleAnimations.Random(self.World.SharedRandom);
idleDelay = self.World.SharedRandom.Next(Info.MinIdleWaitTicks, Info.MaxIdleWaitTicks); idleDelay = self.World.SharedRandom.Next(info.MinIdleWaitTicks, info.MaxIdleWaitTicks);
} }
} }
else if (AllowIdleAnimation(self) && idleDelay > 0 && --idleDelay == 0) else if (AllowIdleAnimation(self) && idleDelay > 0 && --idleDelay == 0)
@@ -114,12 +115,11 @@ namespace OpenRA.Mods.RA.Render
if (anim.HasSequence(idleSequence)) if (anim.HasSequence(idleSequence))
{ {
State = AnimationState.IdleAnimating; State = AnimationState.IdleAnimating;
anim.PlayThen(idleSequence, anim.PlayThen(idleSequence, () =>
() => {
{ anim.PlayRepeating(NormalizeInfantrySequence(self, "stand"));
anim.PlayRepeating(NormalizeInfantrySequence(self, "stand")); State = AnimationState.Waiting;
State = AnimationState.Waiting; });
});
} }
} }
} }
@@ -140,7 +140,7 @@ namespace OpenRA.Mods.RA.Render
{ {
if (!self.Destroyed) if (!self.Destroyed)
w.Add(new Corpse(w, self.CenterPosition, GetImage(self), w.Add(new Corpse(w, self.CenterPosition, GetImage(self),
sequence, Info.PlayerPalette+self.Owner.InternalName)); sequence, info.PlayerPalette + self.Owner.InternalName));
}); });
} }
} }