Add DisguiseAs and DisguiseAsType functions to lua

This commit is contained in:
abcdefg30
2015-06-07 09:11:50 +02:00
parent 3a3d628947
commit 20ac129433
3 changed files with 62 additions and 1 deletions

View File

@@ -84,6 +84,7 @@
<Compile Include="Effects\TeslaZap.cs" />
<Compile Include="Graphics\TeslaZapRenderable.cs" />
<Compile Include="Scripting\Properties\InfiltrateProperties.cs" />
<Compile Include="Scripting\Properties\DisguiseProperties.cs" />
<Compile Include="Traits\Attack\AttackLeap.cs" />
<Compile Include="Traits\Buildings\Fake.cs" />
<Compile Include="Traits\Buildings\ClonesProducedUnits.cs" />

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@@ -0,0 +1,42 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 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 System.Linq;
using OpenRA.Mods.RA.Traits;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Scripting
{
[ScriptPropertyGroup("Ability")]
public class DisguiseProperties : ScriptActorProperties, Requires<DisguiseInfo>
{
readonly Disguise disguise;
public DisguiseProperties(ScriptContext context, Actor self)
: base(context, self)
{
disguise = Self.Trait<Disguise>();
}
[Desc("Disguises as the target actor.")]
public void DisguiseAs(Actor target)
{
disguise.DisguiseAs(target);
}
[Desc("Disguises as the target type with the specified owner.")]
public void DisguiseAsType(string actorType, Player newOwner)
{
var actorInfo = Self.World.Map.Rules.Actors[actorType];
disguise.DisguiseAs(actorInfo, newOwner);
}
}
}

View File

@@ -128,7 +128,7 @@ namespace OpenRA.Mods.RA.Traits
return AsPlayer.Color.RGB;
}
void DisguiseAs(Actor target)
public void DisguiseAs(Actor target)
{
var oldDisguiseSetting = Disguised;
var oldEffectiveOwner = AsPlayer;
@@ -159,6 +159,24 @@ namespace OpenRA.Mods.RA.Traits
AsSprite = null;
}
HandleDisguise(oldEffectiveOwner, oldDisguiseSetting);
}
public void DisguiseAs(ActorInfo actorInfo, Player newOwner)
{
var oldDisguiseSetting = Disguised;
var oldEffectiveOwner = AsPlayer;
var renderSprites = actorInfo.Traits.GetOrDefault<RenderSpritesInfo>();
AsSprite = renderSprites == null ? null : renderSprites.GetImage(actorInfo, self.World.Map.SequenceProvider, newOwner.Country.Race);
AsPlayer = newOwner;
AsTooltipInfo = actorInfo.Traits.WithInterface<TooltipInfo>().FirstOrDefault();
HandleDisguise(oldEffectiveOwner, oldDisguiseSetting);
}
void HandleDisguise(Player oldEffectiveOwner, bool oldDisguiseSetting)
{
foreach (var t in self.TraitsImplementing<INotifyEffectiveOwnerChanged>())
t.OnEffectiveOwnerChanged(self, oldEffectiveOwner, AsPlayer);