WithAttackOverlay: support specifc Armament to play animation.
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@@ -17,6 +17,9 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Rendered together with an attack.")]
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public class WithAttackOverlayInfo : TraitInfo, Requires<RenderSpritesInfo>
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{
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[Desc("Armament that will play the animation. Set to null to allow all armaments.")]
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public readonly string Armament = null;
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[SequenceReference]
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[FieldLoader.Require]
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[Desc("Sequence name to use")]
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@@ -69,7 +72,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
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{
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if (info.DelayRelativeTo == AttackDelayType.Attack)
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if (info.DelayRelativeTo == AttackDelayType.Attack && (string.IsNullOrEmpty(info.Armament) || info.Armament == a.Info.Name))
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{
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if (info.Delay > 0)
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tick = info.Delay;
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@@ -80,7 +83,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel)
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{
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if (info.DelayRelativeTo == AttackDelayType.Preparation)
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if (info.DelayRelativeTo == AttackDelayType.Preparation && (string.IsNullOrEmpty(info.Armament) || info.Armament == a.Info.Name))
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{
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if (info.Delay > 0)
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tick = info.Delay;
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