Move Sprite handling from Disguise to WithDisguisingInfantryBody
This commit is contained in:
committed by
Paul Chote
parent
ecdfcda43e
commit
f35f6c0813
@@ -105,7 +105,6 @@ namespace OpenRA.Mods.Cnc.Traits
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{
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{
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public ActorInfo AsActor { get; private set; }
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public ActorInfo AsActor { get; private set; }
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public Player AsPlayer { get; private set; }
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public Player AsPlayer { get; private set; }
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public string AsSprite { get; private set; }
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public ITooltipInfo AsTooltipInfo { get; private set; }
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public ITooltipInfo AsTooltipInfo { get; private set; }
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public bool Disguised { get { return AsPlayer != null; } }
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public bool Disguised { get { return AsPlayer != null; } }
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@@ -181,14 +180,12 @@ namespace OpenRA.Mods.Cnc.Traits
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var targetDisguise = target.TraitOrDefault<Disguise>();
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var targetDisguise = target.TraitOrDefault<Disguise>();
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if (targetDisguise != null && targetDisguise.Disguised)
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if (targetDisguise != null && targetDisguise.Disguised)
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{
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{
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AsSprite = targetDisguise.AsSprite;
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AsPlayer = targetDisguise.AsPlayer;
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AsPlayer = targetDisguise.AsPlayer;
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AsActor = targetDisguise.AsActor;
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AsActor = targetDisguise.AsActor;
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AsTooltipInfo = targetDisguise.AsTooltipInfo;
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AsTooltipInfo = targetDisguise.AsTooltipInfo;
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}
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}
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else
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else
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{
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{
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AsSprite = target.Trait<RenderSprites>().GetImage(target);
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var tooltip = target.TraitsImplementing<ITooltip>().FirstOrDefault();
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var tooltip = target.TraitsImplementing<ITooltip>().FirstOrDefault();
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AsPlayer = tooltip.Owner;
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AsPlayer = tooltip.Owner;
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AsActor = target.Info;
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AsActor = target.Info;
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@@ -200,7 +197,6 @@ namespace OpenRA.Mods.Cnc.Traits
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AsTooltipInfo = null;
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AsTooltipInfo = null;
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AsPlayer = null;
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AsPlayer = null;
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AsActor = self.Info;
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AsActor = self.Info;
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AsSprite = null;
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}
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}
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HandleDisguise(oldEffectiveActor, oldEffectiveOwner, oldDisguiseSetting);
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HandleDisguise(oldEffectiveActor, oldEffectiveOwner, oldDisguiseSetting);
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@@ -212,8 +208,6 @@ namespace OpenRA.Mods.Cnc.Traits
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var oldEffectiveOwner = AsPlayer;
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var oldEffectiveOwner = AsPlayer;
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var oldDisguiseSetting = Disguised;
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var oldDisguiseSetting = Disguised;
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var renderSprites = actorInfo.TraitInfoOrDefault<RenderSpritesInfo>();
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AsSprite = renderSprites == null ? null : renderSprites.GetImage(actorInfo, self.World.Map.Rules.Sequences, newOwner.Faction.InternalName);
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AsPlayer = newOwner;
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AsPlayer = newOwner;
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AsActor = actorInfo;
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AsActor = actorInfo;
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AsTooltipInfo = actorInfo.TraitInfos<TooltipInfo>().FirstOrDefault();
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AsTooltipInfo = actorInfo.TraitInfos<TooltipInfo>().FirstOrDefault();
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@@ -25,7 +25,9 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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readonly WithDisguisingInfantryBodyInfo info;
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readonly WithDisguisingInfantryBodyInfo info;
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readonly Disguise disguise;
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readonly Disguise disguise;
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readonly RenderSprites rs;
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readonly RenderSprites rs;
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string intendedSprite;
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ActorInfo disguiseActor;
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Player disguisePlayer;
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string disguiseImage;
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public WithDisguisingInfantryBody(ActorInitializer init, WithDisguisingInfantryBodyInfo info)
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public WithDisguisingInfantryBody(ActorInitializer init, WithDisguisingInfantryBodyInfo info)
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: base(init, info)
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: base(init, info)
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@@ -33,17 +35,26 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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this.info = info;
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this.info = info;
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rs = init.Self.Trait<RenderSprites>();
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rs = init.Self.Trait<RenderSprites>();
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disguise = init.Self.Trait<Disguise>();
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disguise = init.Self.Trait<Disguise>();
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intendedSprite = disguise.AsSprite;
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}
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}
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protected override void Tick(Actor self)
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protected override void Tick(Actor self)
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{
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{
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if (disguise.AsSprite != intendedSprite)
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if (disguise.AsActor != disguiseActor || disguise.AsPlayer != disguisePlayer)
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{
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{
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intendedSprite = disguise.AsSprite;
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disguiseActor = disguise.AsActor;
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disguisePlayer = disguise.AsPlayer;
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disguiseImage = null;
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if (disguiseActor != null)
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{
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var renderSprites = disguiseActor.TraitInfoOrDefault<RenderSpritesInfo>();
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if (renderSprites != null)
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disguiseImage = renderSprites.GetImage(disguiseActor, self.World.Map.Rules.Sequences, disguisePlayer.InternalName);
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}
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var sequence = DefaultAnimation.GetRandomExistingSequence(info.StandSequences, Game.CosmeticRandom);
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var sequence = DefaultAnimation.GetRandomExistingSequence(info.StandSequences, Game.CosmeticRandom);
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if (sequence != null)
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if (sequence != null)
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DefaultAnimation.ChangeImage(intendedSprite ?? rs.GetImage(self), sequence);
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DefaultAnimation.ChangeImage(disguiseImage ?? rs.GetImage(self), sequence);
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rs.UpdatePalette();
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rs.UpdatePalette();
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}
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}
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