Merge pull request #8732 from Phrohdoh/polish#unhardcode-bullet
Unhardcode some things in Bullet.
This commit is contained in:
@@ -24,22 +24,40 @@ namespace OpenRA.Mods.Common.Effects
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{
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[Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")]
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public readonly WDist[] Speed = { new WDist(17) };
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[Desc("Maximum offset at the maximum range.")]
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public readonly WDist Inaccuracy = WDist.Zero;
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[Desc("Image to display.")]
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public readonly string Image = null;
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[SequenceReference("Image")] public readonly string Sequence = "idle";
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[Desc("Loop this sequence of Image while this projectile is moving."), SequenceReference("Image")]
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public readonly string Sequence = "idle";
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[Desc("The palette used to draw this projectile.")]
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public readonly string Palette = "effect";
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[Desc("Does this projectile have a shadow?")]
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public readonly bool Shadow = false;
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[Desc("Palette to use for this projectile's shadow if Shadow is true.")]
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public readonly string ShadowPalette = "shadow";
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[Desc("Trail animation.")]
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public readonly string Trail = null;
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[Desc("Is this blocked by actors with BlocksProjectiles trait.")]
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public readonly bool Blockable = true;
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[Desc("Arc in WAngles, two values indicate variable arc.")]
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public readonly WAngle[] Angle = { WAngle.Zero };
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[Desc("Interval in ticks between each spawned Trail animation.")]
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public readonly int TrailInterval = 2;
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[Desc("Delay in ticks until trail animaion is spawned.")]
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public readonly int TrailDelay = 1;
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public readonly string TrailPalette = "effect";
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public readonly bool TrailUsePlayerPalette = false;
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public readonly int ContrailLength = 0;
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@@ -100,7 +118,7 @@ namespace OpenRA.Mods.Common.Effects
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if (!string.IsNullOrEmpty(info.Image))
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{
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anim = new Animation(world, info.Image, GetEffectiveFacing);
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anim.PlayRepeating("idle");
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anim.PlayRepeating(info.Sequence);
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}
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if (info.ContrailLength > 0)
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@@ -164,7 +182,7 @@ namespace OpenRA.Mods.Common.Effects
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if (info.Shadow)
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{
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var shadowPos = pos - new WVec(0, 0, pos.Z);
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foreach (var r in anim.Render(shadowPos, wr.Palette("shadow")))
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foreach (var r in anim.Render(shadowPos, wr.Palette(info.ShadowPalette)))
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yield return r;
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}
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