Move Sprite handling from Disguise to WithDisguisingInfantryBody

This commit is contained in:
Mustafa Alperen Seki
2017-11-15 14:21:58 +03:00
committed by Paul Chote
parent ecdfcda43e
commit f35f6c0813
2 changed files with 16 additions and 11 deletions

View File

@@ -25,7 +25,9 @@ namespace OpenRA.Mods.Cnc.Traits.Render
readonly WithDisguisingInfantryBodyInfo info;
readonly Disguise disguise;
readonly RenderSprites rs;
string intendedSprite;
ActorInfo disguiseActor;
Player disguisePlayer;
string disguiseImage;
public WithDisguisingInfantryBody(ActorInitializer init, WithDisguisingInfantryBodyInfo info)
: base(init, info)
@@ -33,17 +35,26 @@ namespace OpenRA.Mods.Cnc.Traits.Render
this.info = info;
rs = init.Self.Trait<RenderSprites>();
disguise = init.Self.Trait<Disguise>();
intendedSprite = disguise.AsSprite;
}
protected override void Tick(Actor self)
{
if (disguise.AsSprite != intendedSprite)
if (disguise.AsActor != disguiseActor || disguise.AsPlayer != disguisePlayer)
{
intendedSprite = disguise.AsSprite;
disguiseActor = disguise.AsActor;
disguisePlayer = disguise.AsPlayer;
disguiseImage = null;
if (disguiseActor != null)
{
var renderSprites = disguiseActor.TraitInfoOrDefault<RenderSpritesInfo>();
if (renderSprites != null)
disguiseImage = renderSprites.GetImage(disguiseActor, self.World.Map.Rules.Sequences, disguisePlayer.InternalName);
}
var sequence = DefaultAnimation.GetRandomExistingSequence(info.StandSequences, Game.CosmeticRandom);
if (sequence != null)
DefaultAnimation.ChangeImage(intendedSprite ?? rs.GetImage(self), sequence);
DefaultAnimation.ChangeImage(disguiseImage ?? rs.GetImage(self), sequence);
rs.UpdatePalette();
}