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.
48 lines
1.3 KiB
C#
48 lines
1.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Changes the animation when the actor constructed a building.")]
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public class WithBuildingPlacedAnimationInfo : ITraitInfo, Requires<RenderSimpleInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "build";
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public object Create(ActorInitializer init) { return new WithBuildingPlacedAnimation(init.Self, this); }
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}
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public class WithBuildingPlacedAnimation : INotifyBuildingPlaced, INotifyBuildComplete
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{
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WithBuildingPlacedAnimationInfo info;
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RenderSimple renderSimple;
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bool buildComplete;
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public WithBuildingPlacedAnimation(Actor self, WithBuildingPlacedAnimationInfo info)
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{
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this.info = info;
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renderSimple = self.Trait<RenderSimple>();
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buildComplete = !self.HasTrait<Building>();
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}
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public void BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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public void BuildingPlaced(Actor self)
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{
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if (buildComplete)
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renderSimple.PlayCustomAnim(self, info.Sequence);
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}
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}
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} |