Remove DamageWarhead.DeathType in favor of DamageWarhead.DamageTypes

This commit is contained in:
penev92
2015-04-30 13:43:27 +03:00
parent c76fb51b14
commit 32bb70abca
6 changed files with 57 additions and 31 deletions

View File

@@ -8,6 +8,9 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
@@ -18,17 +21,39 @@ namespace OpenRA.Mods.Common.Traits
{
[Desc("Sequence to play when this actor is killed by a warhead.")]
public readonly string DeathSequence = "die";
[Desc("The palette used for `DeathSequence`.")]
public readonly string DeathSequencePalette = "player";
[Desc("Custom death animation palette is a player palette BaseName")]
public readonly bool DeathPaletteIsPlayerPalette = true;
[Desc("Should DeathType-specific sequences be used (sequence name = DeathSequence + DeathType).")]
public readonly bool UseDeathTypeSuffix = true;
[Desc("Sequence to play when this actor is crushed.")]
public readonly string CrushedSequence = "die-crushed";
[Desc("The palette used for `CrushedSequence`.")]
public readonly string CrushedSequencePalette = "effect";
[Desc("Custom crushed animation palette is a player palette BaseName")]
public readonly bool CrushedPaletteIsPlayerPalette = false;
[FieldLoader.LoadUsing("LoadDeathTypes")]
[Desc("Death animation to use for each damage type (defined on the warheads).",
"Is only used if UseDeathTypeSuffix is `True`.")]
public readonly Dictionary<string, int> DeathTypes = new Dictionary<string, int>();
public static object LoadDeathTypes(MiniYaml yaml)
{
var md = yaml.ToDictionary();
return md.ContainsKey("DeathTypes")
? md["DeathTypes"].ToDictionary(my => FieldLoader.GetValue<int>("(value)", my.Value))
: new Dictionary<string, int>();
}
public object Create(ActorInitializer init) { return new WithDeathAnimation(init.Self, this); }
}
@@ -52,7 +77,14 @@ namespace OpenRA.Mods.Common.Traits
var sequence = Info.DeathSequence;
if (Info.UseDeathTypeSuffix)
sequence += e.Warhead.DeathType;
{
var damageType = e.Warhead.DamageTypes.Intersect(Info.DeathTypes.Keys).FirstOrDefault();
if (damageType == null)
throw new Exception("Actor type `{0}` does not define a death animation for weapon with damage types `{1}`!"
.F(self.Info.Name, string.Join(", ", e.Warhead.DamageTypes)));
sequence += Info.DeathTypes[damageType];
}
var palette = Info.DeathSequencePalette;
if (Info.DeathPaletteIsPlayerPalette)