The bug happens when a second (or third, fourth etc.) Conyard deploys while a building is placed from the first Conyard. The `WithMakeAnimation` running on the second CY uses `Animation::PlayThen` to call `Building::Unlock` in a delegate. `WithBuildingPlacedAnimation::BuildingPlaced` runs when a building placed and replaces the delegate from `WithMakeAnimation` with its own before it has a chance to run, and so the new Conyard never gets unlocked. The fix is then to simply not run `BuildingPlaced` on conyards that haven't completed the make animation yet.
1.3 KiB
1.3 KiB