Added HitAnimPalette trait to LaserZap projectile, LaserZap HitAnim can now use other palettes than the default effect palette.
This commit is contained in:
@@ -27,6 +27,7 @@ namespace OpenRA.Mods.RA.Effects
|
|||||||
public readonly Color Color = Color.Red;
|
public readonly Color Color = Color.Red;
|
||||||
[Desc("Impact animation. Requires a regular animation with idle: sequence instead of explosion special case.")]
|
[Desc("Impact animation. Requires a regular animation with idle: sequence instead of explosion special case.")]
|
||||||
public readonly string HitAnim = null;
|
public readonly string HitAnim = null;
|
||||||
|
public readonly string HitAnimPalette = "effect";
|
||||||
|
|
||||||
public IEffect Create(ProjectileArgs args)
|
public IEffect Create(ProjectileArgs args)
|
||||||
{
|
{
|
||||||
@@ -88,7 +89,7 @@ namespace OpenRA.Mods.RA.Effects
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (hitanim != null)
|
if (hitanim != null)
|
||||||
foreach (var r in hitanim.Render(target, wr.Palette("effect")))
|
foreach (var r in hitanim.Render(target, wr.Palette(info.HitAnimPalette)))
|
||||||
yield return r;
|
yield return r;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user