Produce actors in a FrameEndTask.

This commit is contained in:
Paul Chote
2014-04-25 13:15:40 +12:00
parent 097d6ad47c
commit e83a21808f

View File

@@ -56,6 +56,8 @@ namespace OpenRA.Mods.RA
var fi = producee.Traits.Get<IFacingInfo>(); var fi = producee.Traits.Get<IFacingInfo>();
var initialFacing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, fi.GetInitialFacing()) : exitinfo.Facing; var initialFacing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, fi.GetInitialFacing()) : exitinfo.Facing;
self.World.AddFrameEndTask(w =>
{
var newUnit = self.World.CreateActor(producee.Name, new TypeDictionary var newUnit = self.World.CreateActor(producee.Name, new TypeDictionary
{ {
new OwnerInit(self.Owner), new OwnerInit(self.Owner),
@@ -72,6 +74,7 @@ namespace OpenRA.Mods.RA
newUnit.SetTargetLine(Target.FromCell(target), Color.Green, false); newUnit.SetTargetLine(Target.FromCell(target), Color.Green, false);
foreach (var t in self.TraitsImplementing<INotifyProduction>()) foreach (var t in self.TraitsImplementing<INotifyProduction>())
t.UnitProduced(self, newUnit, exit); t.UnitProduced(self, newUnit, exit);
});
} }
static CPos MoveToRallyPoint(Actor self, Actor newUnit, CPos exitLocation) static CPos MoveToRallyPoint(Actor self, Actor newUnit, CPos exitLocation)