Merge pull request #7483 from pchote/deadbuildingstate

Fix missing first animation frame and remove DeadBuildingState.
This commit is contained in:
Matthias Mailänder
2015-02-21 14:00:23 +01:00
11 changed files with 90 additions and 67 deletions

View File

@@ -246,7 +246,6 @@
<Compile Include="Traits\Buildings\Building.cs" />
<Compile Include="Traits\Buildings\BuildingInfluence.cs" />
<Compile Include="Traits\Buildings\BuildingUtils.cs" />
<Compile Include="Traits\Buildings\DeadBuildingState.cs" />
<Compile Include="Traits\Buildings\Exit.cs" />
<Compile Include="Traits\Buildings\FootprintUtils.cs" />
<Compile Include="Traits\Buildings\FreeActor.cs" />

View File

@@ -1,50 +0,0 @@
#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 OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
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.DefaultAnimation.HasSequence("dead");
}
public void Killed(Actor self, AttackInfo e)
{
if (!rs.DefaultAnimation.HasSequence("dead")) return;
if (rs.DefaultAnimation.GetSequence("dead").Length > 1)
rs.DefaultAnimation.Play("dead");
else
rs.DefaultAnimation.PlayRepeating("dead");
self.World.AddFrameEndTask(
w => w.Add(
new DelayedAction(info.LingerTime,
() => self.Destroy())));
}
}
}

View File

@@ -8,6 +8,8 @@
*/
#endregion
using System.Collections.Generic;
using OpenRA.Effects;
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
@@ -19,6 +21,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Explosion sequence name to use")]
public readonly string Sequence = "building";
[Desc("Delay the explosions by this many ticks.")]
public readonly int Delay = 0;
[Desc("Custom palette name")]
public readonly string Palette = "effect";
@@ -37,8 +42,18 @@ namespace OpenRA.Mods.Common.Traits
public void Killed(Actor self, AttackInfo e)
{
var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location).Do(
t => self.World.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(t), info.Sequence, info.Palette))));
var cells = FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location);
if (info.Delay > 0)
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(info.Delay, () => SpawnExplosions(self.World, cells))));
else
SpawnExplosions(self.World, cells);
}
void SpawnExplosions(World world, IEnumerable<CPos> cells)
{
foreach (var c in cells)
world.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(c), info.Sequence, info.Palette)));
}
}
}