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Formation animation refactor - use animation variants instead of special move…

Description

Formation animation refactor - use animation variants instead of special move override.

The animation overrides are a little awkward. Instead, use animation variants, which allow defining different animations (and props and such) easily for different units in a formation.
This lets us clean up the special C++ code to override the walk animations.

It continues the work started by rP20631.

Original Patch By: temple

Differential Revision: https://code.wildfiregames.com/D1337

Details

Event Timeline

Angen added a subscriber: Angen.Apr 21 2020, 2:25 PM
Angen added inline comments.
/ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js
1859

attack animations will not play for some reason, they do not fallback to correct variant

Angen added inline comments.Apr 21 2020, 2:26 PM
/ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js
1859

for formation members

Angen added inline comments.Apr 24 2020, 11:08 AM
/ps/trunk/binaries/data/mods/public/simulation/components/Formation.js
88

maybe do not create empty object if never filled could be better

207

this could be inlined now

wraitii added inline comments.May 15 2020, 10:10 AM
/ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js
1859

That's probably because the units are attacking individually instead of attacking as a formation, no?