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

@@ -105,7 +105,6 @@ namespace OpenRA.Mods.Cnc.Traits
{ {
public ActorInfo AsActor { get; private set; } public ActorInfo AsActor { get; private set; }
public Player AsPlayer { get; private set; } public Player AsPlayer { get; private set; }
public string AsSprite { get; private set; }
public ITooltipInfo AsTooltipInfo { get; private set; } public ITooltipInfo AsTooltipInfo { get; private set; }
public bool Disguised { get { return AsPlayer != null; } } public bool Disguised { get { return AsPlayer != null; } }
@@ -181,14 +180,12 @@ namespace OpenRA.Mods.Cnc.Traits
var targetDisguise = target.TraitOrDefault<Disguise>(); var targetDisguise = target.TraitOrDefault<Disguise>();
if (targetDisguise != null && targetDisguise.Disguised) if (targetDisguise != null && targetDisguise.Disguised)
{ {
AsSprite = targetDisguise.AsSprite;
AsPlayer = targetDisguise.AsPlayer; AsPlayer = targetDisguise.AsPlayer;
AsActor = targetDisguise.AsActor; AsActor = targetDisguise.AsActor;
AsTooltipInfo = targetDisguise.AsTooltipInfo; AsTooltipInfo = targetDisguise.AsTooltipInfo;
} }
else else
{ {
AsSprite = target.Trait<RenderSprites>().GetImage(target);
var tooltip = target.TraitsImplementing<ITooltip>().FirstOrDefault(); var tooltip = target.TraitsImplementing<ITooltip>().FirstOrDefault();
AsPlayer = tooltip.Owner; AsPlayer = tooltip.Owner;
AsActor = target.Info; AsActor = target.Info;
@@ -200,7 +197,6 @@ namespace OpenRA.Mods.Cnc.Traits
AsTooltipInfo = null; AsTooltipInfo = null;
AsPlayer = null; AsPlayer = null;
AsActor = self.Info; AsActor = self.Info;
AsSprite = null;
} }
HandleDisguise(oldEffectiveActor, oldEffectiveOwner, oldDisguiseSetting); HandleDisguise(oldEffectiveActor, oldEffectiveOwner, oldDisguiseSetting);
@@ -212,8 +208,6 @@ namespace OpenRA.Mods.Cnc.Traits
var oldEffectiveOwner = AsPlayer; var oldEffectiveOwner = AsPlayer;
var oldDisguiseSetting = Disguised; var oldDisguiseSetting = Disguised;
var renderSprites = actorInfo.TraitInfoOrDefault<RenderSpritesInfo>();
AsSprite = renderSprites == null ? null : renderSprites.GetImage(actorInfo, self.World.Map.Rules.Sequences, newOwner.Faction.InternalName);
AsPlayer = newOwner; AsPlayer = newOwner;
AsActor = actorInfo; AsActor = actorInfo;
AsTooltipInfo = actorInfo.TraitInfos<TooltipInfo>().FirstOrDefault(); AsTooltipInfo = actorInfo.TraitInfos<TooltipInfo>().FirstOrDefault();

View File

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