This is the safest approach to avoid conflicts/visual glitches when the host is responsible for both resupply types.
The new trait will simply play a looping animation as long as the actor is resupplying in any form.
... for looped sequences.
PlayCustomAnimationRepeating looping back into itself via Action instead of simply using Animation.PlayRepeating is weird, and in fact causes a slight 'desync' in animation speed with Animation.PlayRepeating in at least one downstream mod.
Splitting it from the attack animation, triggering start and end of the aiming animation via interface, as well as removing ReloadPrefix (in favor of switching sprite bodies via condition when reloading) allows us to drop updating via ITick, which in turn will make it much easier to ultimately make this trait compatible with other animation traits, once the priority system lands.
Triggering start and end of the aiming animation via interface, as well as removing ReloadPrefix (in favor of switching sprite bodies via condition when reloading), allows us to drop updating via ITick, which in turn will make it much easier to ultimately make this trait compatible with other animation traits, once the priority system lands.
This provides a more efficient way of determining the bounds by avoiding LINQ. A helper that works directly on arrays prevents allocation of an enumerator when the collection is know to be an array.
The old sequence was not recovering when this trait lost its required
condition while the aim anim was running.
Now it doesn't unconditionally return, but instead checks what the
current sequence is and resets to base turret sequence if AimAnim is
disabled.
#14558: MovingToRefinery takes actor instead of CPos
DeliveryOffset (previously added by the harvester) is now taken into account by the AutoCarryable
fix whitespaces
The render bounds for an actor now include the area covered
by bibs, shadows, and any other widgets. In many cases this
area is much larger than we really want to consider for
tooltips and mouse selection.
An optional Margin is added to Selectable to support cases
like infantry, where we want the mouse area of the actor
to be larger than the drawn selection box.
This avoids the allocations caused by LINQ when using traits.FirstOrDefault(Exts.IsTraitEnabled). This is important in FrozenActorLayer.RefreshState which is called very often. We apply the new helper method to all areas using the old pattern. An overload that takes an array allows arrays to be enumerated without causing allocations.