Use a consistent set of arguments for Render* ctors.

This commit is contained in:
Paul Chote
2014-07-09 19:00:35 +12:00
committed by Paul Chote
parent d135e58ad9
commit f606a1bfd7
12 changed files with 54 additions and 53 deletions

View File

@@ -25,7 +25,7 @@ namespace OpenRA.Mods.Common.Traits
public readonly string[] IdleAnimations = { };
public readonly string[] StandAnimations = { "stand" };
public override object Create(ActorInitializer init) { return new RenderInfantry(init.Self, this); }
public override object Create(ActorInitializer init) { return new RenderInfantry(init, this); }
public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
@@ -58,14 +58,14 @@ namespace OpenRA.Mods.Common.Traits
bool IsModifyingSequence { get { return rsm != null && rsm.IsModifyingSequence; } }
bool wasModifying;
public RenderInfantry(Actor self, RenderInfantryInfo info)
: base(self, MakeFacingFunc(self))
public RenderInfantry(ActorInitializer init, RenderInfantryInfo info)
: base(init, info, MakeFacingFunc(init.Self))
{
this.info = info;
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(init.Self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
state = AnimationState.Waiting;
move = self.Trait<IMove>();
rsm = self.TraitOrDefault<IRenderInfantrySequenceModifier>();
move = init.Self.Trait<IMove>();
rsm = init.Self.TraitOrDefault<IRenderInfantrySequenceModifier>();
}
protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)