Support burst-specific infantry attack animations.
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@@ -29,8 +29,10 @@ namespace OpenRA.Mods.Common.Traits.Render
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public readonly string DefaultAttackSequence = null;
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[SequenceReference(dictionaryReference: LintDictionaryReference.Values)]
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[Desc("Attack sequence to use for each armament.")]
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public readonly Dictionary<string, string> AttackSequences = new Dictionary<string, string>();
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[Desc("Attack sequence to use for each armament.",
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"A dictionary of [armament name]: [sequence name(s)].",
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"Multiple sequence names can be defined to specify per-burst animations.")]
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public readonly Dictionary<string, string[]> AttackSequences = new Dictionary<string, string[]>();
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[SequenceReference]
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public readonly string[] IdleSequences = { };
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@@ -133,11 +135,21 @@ namespace OpenRA.Mods.Common.Traits.Render
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}
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}
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public void Attacking(Actor self, in Target target, Armament a)
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void Attacking(Actor self, Armament a, Barrel barrel)
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{
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var info = GetDisplayInfo();
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if (!info.AttackSequences.TryGetValue(a.Info.Name, out var sequence))
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sequence = info.DefaultAttackSequence;
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var sequence = info.DefaultAttackSequence;
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if (info.AttackSequences.TryGetValue(a.Info.Name, out var sequences) && sequences.Length > 0)
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{
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sequence = sequences[0];
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// Find the sequence corresponding to this barrel/burst.
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if (barrel != null && sequences.Length > 1)
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for (var i = 0; i < sequences.Length; i++)
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if (a.Barrels[i] == barrel)
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sequence = sequences[i];
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}
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if (!string.IsNullOrEmpty(sequence) && DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, sequence)))
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{
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@@ -148,12 +160,9 @@ 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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// Lambdas can't use 'in' variables, so capture a copy for later
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var attackTarget = target;
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// HACK: The FrameEndTask makes sure that this runs after Tick(), preventing that from
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// overriding the animation when an infantry unit stops to attack
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self.World.AddFrameEndTask(_ => Attacking(self, attackTarget, a));
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self.World.AddFrameEndTask(_ => Attacking(self, a, barrel));
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}
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void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel) { }
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