Make demolition conditional

This commit is contained in:
Gustas
2022-10-01 21:29:43 +03:00
committed by Matthias Mailänder
parent eb897d755e
commit 043e6f662f
2 changed files with 29 additions and 19 deletions

View File

@@ -9,7 +9,7 @@
*/
#endregion
using OpenRA.Mods.Common.Activities;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Scripting;
using OpenRA.Traits;
@@ -19,12 +19,12 @@ namespace OpenRA.Mods.Common.Scripting
[ScriptPropertyGroup("Combat")]
public class DemolitionProperties : ScriptActorProperties, Requires<IMoveInfo>, Requires<DemolitionInfo>
{
readonly DemolitionInfo info;
readonly Demolition[] demolitions;
public DemolitionProperties(ScriptContext context, Actor self)
: base(context, self)
{
info = Self.Info.TraitInfo<DemolitionInfo>();
demolitions = Self.TraitsImplementing<Demolition>().ToArray();
}
[ScriptActorPropertyActivity]
@@ -32,8 +32,9 @@ namespace OpenRA.Mods.Common.Scripting
public void Demolish(Actor target)
{
// NB: Scripted actions get no visible targetlines.
Self.QueueActivity(new Demolish(Self, Target.FromActor(target), info.EnterBehaviour, info.DetonationDelay,
info.Flashes, info.FlashesDelay, info.FlashInterval, info.DamageTypes, null));
var demolition = demolitions.FirstEnabledTraitOrDefault();
if (demolition != null)
Self.QueueActivity(demolition.GetDemolishActivity(Self, Target.FromActor(target), null));
}
}
}