Allow to customize which terrain types are considered water by Parachutable
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@@ -9,6 +9,7 @@
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*/
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*/
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#endregion
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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using OpenRA.Traits;
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@@ -32,6 +33,9 @@ namespace OpenRA.Mods.Common.Traits
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[SequenceReference("Image")] public readonly string WaterCorpseSequence = null;
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[SequenceReference("Image")] public readonly string WaterCorpseSequence = null;
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[PaletteReference] public readonly string WaterCorpsePalette = "effect";
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[PaletteReference] public readonly string WaterCorpsePalette = "effect";
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[Desc("Terrain types on which to display WaterCorpseSequence.")]
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public readonly HashSet<string> WaterTerrainTypes = new HashSet<string> { "Water" };
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public readonly int FallRate = 13;
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public readonly int FallRate = 13;
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[UpgradeGrantedReference]
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[UpgradeGrantedReference]
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@@ -59,19 +63,23 @@ namespace OpenRA.Mods.Common.Traits
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if (!info.KilledOnImpassableTerrain)
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if (!info.KilledOnImpassableTerrain)
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return;
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return;
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if (positionable.CanEnterCell(self.Location, self))
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var cell = self.Location;
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if (self.World.Map.Contains(cell))
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return;
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return;
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if (ignore != null && self.World.ActorMap.GetActorsAt(self.Location).Any(a => a != ignore))
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if (positionable.CanEnterCell(cell, self))
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return;
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return;
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var terrain = self.World.Map.GetTerrainInfo(self.Location);
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if (ignore != null && self.World.ActorMap.GetActorsAt(cell).Any(a => a != ignore))
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return;
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var sound = terrain.IsWater ? info.WaterImpactSound : info.GroundImpactSound;
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var onWater = info.WaterTerrainTypes.Contains(self.World.Map.GetTerrainInfo(cell).Type);
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var sound = onWater ? info.WaterImpactSound : info.GroundImpactSound;
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Game.Sound.Play(sound, self.CenterPosition);
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Game.Sound.Play(sound, self.CenterPosition);
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var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
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var sequence = onWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
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var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
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var palette = onWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
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if (sequence != null && palette != null)
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if (sequence != null && palette != null)
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(self.OccupiesSpace.CenterPosition, w, info.Image, sequence, palette)));
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(self.OccupiesSpace.CenterPosition, w, info.Image, sequence, palette)));
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