destructible trees for both CnC and RA mod

- move DeadBuildingState to OpenRA.Mods.RA
- don't loop sequences with length > 1
This commit is contained in:
Matthias Mailänder
2013-03-10 10:08:59 +01:00
parent 19e6a588b8
commit 17d032b190
7 changed files with 246 additions and 93 deletions

View File

@@ -0,0 +1,50 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc
{
class DeadBuildingStateInfo : ITraitInfo, Requires<HealthInfo>, Requires<RenderSimpleInfo>
{
public readonly int LingerTime = 20;
public object Create(ActorInitializer init) { return new DeadBuildingState(init.self, this); }
}
class DeadBuildingState : INotifyKilled
{
DeadBuildingStateInfo info;
RenderSimple rs;
public DeadBuildingState(Actor self, DeadBuildingStateInfo info)
{
this.info = info;
rs = self.Trait<RenderSimple>();
self.Trait<Health>().RemoveOnDeath = !rs.anim.HasSequence("dead");
}
public void Killed(Actor self, AttackInfo e)
{
if (!rs.anim.HasSequence("dead")) return;
if (rs.anim.GetSequence("dead").Length > 1)
rs.anim.Play("dead");
else
rs.anim.PlayRepeating("dead");
self.World.AddFrameEndTask(
w => w.Add(
new DelayedAction(info.LingerTime,
() => self.Destroy())));
}
}
}