示例#1
0
 public RenderInfantry(Actor self, RenderInfantryInfo info)
     : base(self, RenderSimple.MakeFacingFunc(self))
 {
     Info = info;
     anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
     State  = AnimationState.Waiting;
     mobile = self.Trait <Mobile>();
 }
示例#2
0
 public RenderInfantry(Actor self, RenderInfantryInfo info)
     : base(self, MakeFacingFunc(self))
 {
     this.info = info;
     DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
     state = AnimationState.Waiting;
     move  = self.Trait <IMove>();
     rsm   = self.TraitOrDefault <IRenderInfantrySequenceModifier>();
 }
示例#3
0
        public RenderInfantry(Actor self, RenderInfantryInfo info)
            : base(self, MakeFacingFunc(self))
        {
            Info = info;
            anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
            State  = AnimationState.Waiting;
            mobile = self.Trait <Mobile>();

            self.Trait <IBodyOrientation>().SetAutodetectedFacings(anim.CurrentSequence.Facings);
        }
示例#4
0
        public RenderInfantry(Actor self, RenderInfantryInfo info)
            : base(self, MakeFacingFunc(self))
        {
            this.info = info;
            DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
            State = AnimationState.Waiting;
            move  = self.Trait <IMove>();

            self.Trait <IBodyOrientation>().SetAutodetectedFacings(DefaultAnimation.CurrentSequence.Facings);
        }