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Fix gate animations. #16113

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merged 1 commit into from Jan 27, 2019

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pchote commented Jan 26, 2019

Gates on bleed do not animate open/closed. This is caused by a badly thought workaround that disables the animation using a condition when the make animation isn't playing!

Considering that the make animation is simply the gate closing, the simple fix here is to start the gate in the open position with zero close delay, and remove the MakeAnimation trait completely. This has a side bonus of allowing the gates to respond and reopen faster after placement.

@pchote pchote added this to the Next Release milestone Jan 26, 2019

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pchote commented Jan 26, 2019

The gate logic is stable, if rarely used, so we really shouldn't ship this regression in Next.

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matjaeck commented Jan 26, 2019

Fixes opening and closing animation and makes building animation responsive. The downside however is a noticeable change in the building animation itself:

https://imgur.com/a/VvrhCxw

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reaperrr commented Jan 27, 2019

The downside however is a noticeable change in the building animation itself:

Make animation and 'normal' closing having different animation speeds was/would be an inconsistency as well, though.

We could make the animations look a bit more fluent by setting the TransitionDelay to multiples of the animation length, though that would have a minor impact on gameplay (GDI gates have 10 frames vs 7 on Nod gates).

But in my opinion it's too minor to hold up this PR.

@obrakmann obrakmann merged commit a2e3514 into OpenRA:bleed Jan 27, 2019

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obrakmann commented Jan 27, 2019

@pchote pchote deleted the pchote:fix-gates branch Jan 27, 2019

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