Iron Curtain and Powerdown palette effects
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@@ -5,8 +5,8 @@ namespace OpenRa.Game.Graphics
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{
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public enum PaletteType
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{
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Gold, Blue, Red, Orange, Teal, Salmon, Green, Gray,
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Shadow, Invuln, Chrome, Shroud, Highlight,
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Gold, Blue, Red, Orange, Teal, Salmon, Green, Gray,
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Shadow, Invuln, Disabled, Highlight, Shroud, Chrome,
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};
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class HardwarePalette : Sheet
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@@ -23,11 +23,12 @@ namespace OpenRa.Game.Graphics
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foreach (string remap in new string[] { "blue", "red", "orange", "teal", "salmon", "green", "gray" })
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AddPalette(new Palette(pal, new PlayerColorRemap(FileSystem.Open(remap + ".rem"))));
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(140, 0, 0, 0))));
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AddPalette(pal); // iron curtain. todo: remap!
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AddPalette(pal); // chrome (it's like gold, but we're not going to hax it in palettemods)
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AddPalette(new Palette(pal, new ShroudPaletteRemap()));
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 255, 255, 255))));
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(140, 0, 0, 0)))); // Shadow
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 128, 0, 0)))); // Invulnerable (Iron Curtain)
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(180, 0, 0, 0)))); // Disabled / Low power
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 255, 255, 255)))); // Highlight
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AddPalette(new Palette(pal, new ShroudPaletteRemap())); // Shroud
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AddPalette(pal); // Chrome (it's like gold, but we're not going to hax it in palettemods)
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}
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int AddPalette(Palette p)
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@@ -84,6 +84,7 @@
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<Compile Include="Effects\DelayedAction.cs" />
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<Compile Include="Effects\FlashTarget.cs" />
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<Compile Include="Effects\MoveFlash.cs" />
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<Compile Include="Effects\PowerDownIndicator.cs" />
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<Compile Include="Effects\RepairIndicator.cs" />
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<Compile Include="Effects\Smoke.cs" />
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<Compile Include="Effects\TeslaZap.cs" />
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@@ -15,6 +15,7 @@ namespace OpenRa.Game.Traits
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public readonly BuildingInfo unitInfo;
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bool isRepairing = false;
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bool isPoweredDown = false;
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public bool IsPoweredDown { get { return isPoweredDown; } }
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public Building(Actor self)
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{
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@@ -50,19 +51,8 @@ namespace OpenRa.Game.Traits
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List<Renderable> nrs = new List<Renderable>(rs);
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foreach(var r in rs)
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{
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// Need 2 shadows to make it dark enough
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nrs.Add(r.WithPalette(PaletteType.Shadow));
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nrs.Add(r.WithPalette(PaletteType.Shadow));
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nrs.Add(r.WithPalette(PaletteType.Disabled));
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}
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if (isPoweredDown)
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{
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iconAnim = new Animation("powerdown");
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iconAnim.PlayRepeating("disabled");
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nrs.Add(new Renderable(iconAnim.Image, self.CenterLocation - 0.5f*iconAnim.Image.size, PaletteType.Chrome));
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}
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return nrs;
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}
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@@ -93,6 +83,7 @@ namespace OpenRa.Game.Traits
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if (order.OrderString == "PowerDown")
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{
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isPoweredDown = !isPoweredDown;
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if (isPoweredDown) Game.world.AddFrameEndTask(w => w.Add(new PowerDownIndicator(self)));
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Sound.Play((isPoweredDown) ? "bleep12.aud" : "bleep11.aud");
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}
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}
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@@ -49,7 +49,7 @@ namespace OpenRa.Game.Traits
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List<Renderable> nrs = new List<Renderable>(rs);
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foreach(var r in rs)
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{
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nrs.Add(r.WithPalette(PaletteType.Shadow));
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nrs.Add(r.WithPalette(PaletteType.Invuln));
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}
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return nrs;
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}
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