Merge pull request #8275 from abcdefg30/FacingGlobal
Add default facings to lua
This commit is contained in:
@@ -177,6 +177,7 @@
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<Compile Include="Orders\UnitOrderTargeter.cs" />
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<Compile Include="Pathfinder\CellInfo.cs" />
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<Compile Include="PlayerExtensions.cs" />
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<Compile Include="Scripting\Global\FacingGlobal.cs" />
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<Compile Include="Scripting\Global\HSLColorGlobal.cs" />
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<Compile Include="Scripting\Global\UserInterfaceGlobal.cs" />
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<Compile Include="ServerTraits\ColorValidator.cs" />
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30
OpenRA.Mods.Common/Scripting/Global/FacingGlobal.cs
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30
OpenRA.Mods.Common/Scripting/Global/FacingGlobal.cs
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@@ -0,0 +1,30 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Scripting;
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namespace OpenRA.Mods.Common.Scripting.Global
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{
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[ScriptGlobal("Facing")]
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public class FacingGlobal : ScriptGlobal
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{
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public FacingGlobal(ScriptContext context)
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: base(context) { }
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public int North { get { return 0; } }
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public int NorthWest { get { return 32; } }
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public int West { get { return 64; } }
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public int SouthWest { get { return 96; } }
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public int South { get { return 128; } }
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public int SouthEast { get { return 160; } }
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public int East { get { return 192; } }
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public int NorthEast { get { return 224; } }
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}
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}
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@@ -46,7 +46,7 @@ SendGDIAirstrike = function()
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local target = getAirstrikeTarget()
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if target then
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Radar.SendAirstrike(target, false, 256 - 28)
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Radar.SendAirstrike(target, false, Facing.NorthEast + 4)
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Trigger.AfterDelay(AirstrikeDelay, SendGDIAirstrike)
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else
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Trigger.AfterDelay(AirstrikeDelay/4, SendGDIAirstrike)
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@@ -76,7 +76,7 @@ Atk3TriggerFunction = function()
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local target = targets[DateTime.GameTime % #targets + 1].CenterPosition
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if target then
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Radar.SendAirstrike(target, false, 256 - 28)
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Radar.SendAirstrike(target, false, Facing.NorthEast + 4)
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end
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end
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end
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@@ -149,27 +149,29 @@ SpawnAndAttack = function(types, entry)
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return units
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end
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SendFrenchReinforcements = function()
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local camera = Actor.Create("camera", true, { Owner = allies, Location = SovietRally1.Location })
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Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(allies, FrenchSquad, { FranceEntry.Location, FranceRally.Location })
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Trigger.AfterDelay(DateTime.Seconds(3), function() camera.Destroy() end)
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end
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FrenchReinforcements = function()
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Camera.Position = SovietRally1.CenterPosition
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local camera = Actor.Create("camera", true, { Owner = allies, Location = SovietRally1.Location })
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if drum1.IsDead or drum2.IsDead or drum3.IsDead then
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Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(allies, FrenchSquad, { FranceEntry.Location, FranceRally.Location })
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Trigger.AfterDelay(DateTime.Seconds(3), function() camera.Destroy() end)
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SendFrenchReinforcements()
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return
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end
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powerproxy = Actor.Create("powerproxy.parabombs", false, { Owner = allies })
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powerproxy.SendAirstrike(drum1.CenterPosition, false, 256 - 28)
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powerproxy.SendAirstrike(drum2.CenterPosition, false, 256 - 32)
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powerproxy.SendAirstrike(drum3.CenterPosition, false, 256 - 36)
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powerproxy.SendAirstrike(drum1.CenterPosition, false, Facing.NorthEast + 4)
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powerproxy.SendAirstrike(drum2.CenterPosition, false, Facing.NorthEast)
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powerproxy.SendAirstrike(drum3.CenterPosition, false, Facing.NorthEast - 4)
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powerproxy.Destroy()
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(allies, FrenchSquad, { FranceEntry.Location, FranceRally.Location })
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Trigger.AfterDelay(DateTime.Seconds(3), function() camera.Destroy() end)
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SendFrenchReinforcements()
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end)
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end
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