Throw yaml exception if WithAttackAnimation has no assigned sprite body
...or too many assigned bodies. Also, further simplify WithAttackAnimation code.
This commit is contained in:
@@ -38,13 +38,22 @@ namespace OpenRA.Mods.Common.Traits.Render
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public readonly string BodyName = "body";
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public readonly string BodyName = "body";
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public override object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); }
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public override object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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var matches = ai.TraitInfos<WithSpriteBodyInfo>().Count(w => BodyName == w.Name);
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if (matches != 1)
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throw new YamlException("WithAttackAnimation needs exactly one sprite body with matching name.");
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base.RulesetLoaded(rules, ai);
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}
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}
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}
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public class WithAttackAnimation : ConditionalTrait<WithAttackAnimationInfo>, ITick, INotifyAttack
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public class WithAttackAnimation : ConditionalTrait<WithAttackAnimationInfo>, ITick, INotifyAttack
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{
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{
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readonly AttackBase attack;
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readonly AttackBase attack;
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readonly Armament armament;
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readonly Armament armament;
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readonly WithSpriteBody[] wsbs;
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readonly WithSpriteBody wsb;
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readonly bool noAimOrReloadAnim;
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readonly bool noAimOrReloadAnim;
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int tick;
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int tick;
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@@ -56,19 +65,15 @@ namespace OpenRA.Mods.Common.Traits.Render
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attack = init.Self.Trait<AttackBase>();
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attack = init.Self.Trait<AttackBase>();
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armament = init.Self.TraitsImplementing<Armament>()
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armament = init.Self.TraitsImplementing<Armament>()
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.Single(a => a.Info.Name == Info.Armament);
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.Single(a => a.Info.Name == Info.Armament);
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wsbs = init.Self.TraitsImplementing<WithSpriteBody>().Where(w => Info.BodyName == w.Info.Name).ToArray();
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wsb = init.Self.TraitsImplementing<WithSpriteBody>().First(w => w.Info.Name == Info.BodyName);
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noAimOrReloadAnim = string.IsNullOrEmpty(Info.AimSequence) && string.IsNullOrEmpty(Info.ReloadPrefix);
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noAimOrReloadAnim = string.IsNullOrEmpty(Info.AimSequence) && string.IsNullOrEmpty(Info.ReloadPrefix);
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}
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}
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void PlayAttackAnimation(Actor self)
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void PlayAttackAnimation(Actor self)
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{
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{
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if (!IsTraitDisabled && !string.IsNullOrEmpty(Info.AttackSequence))
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if (!IsTraitDisabled && !wsb.IsTraitDisabled && !string.IsNullOrEmpty(Info.AttackSequence))
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{
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{
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var wsb = wsbs.FirstOrDefault(Exts.IsTraitEnabled);
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if (wsb == null)
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return;
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attackAnimPlaying = true;
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attackAnimPlaying = true;
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wsb.PlayCustomAnimation(self, Info.AttackSequence,
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wsb.PlayCustomAnimation(self, Info.AttackSequence,
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() => { wsb.CancelCustomAnimation(self); attackAnimPlaying = false; });
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() => { wsb.CancelCustomAnimation(self); attackAnimPlaying = false; });
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@@ -102,11 +107,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (Info.Delay > 0 && --tick == 0)
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if (Info.Delay > 0 && --tick == 0)
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PlayAttackAnimation(self);
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PlayAttackAnimation(self);
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if (IsTraitDisabled || noAimOrReloadAnim || attackAnimPlaying)
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if (IsTraitDisabled || noAimOrReloadAnim || attackAnimPlaying || wsb.IsTraitDisabled)
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return;
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var wsb = wsbs.FirstOrDefault(Exts.IsTraitEnabled);
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if (wsb == null)
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return;
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return;
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var sequence = wsb.Info.Sequence;
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var sequence = wsb.Info.Sequence;
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