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>(); }
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>(); }
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); }
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); }