fix #1129 -- laserzap tolerates null explosion

This commit is contained in:
Chris Forbes
2011-09-04 11:10:21 +12:00
parent 082603dd54
commit 3b22a8588f

View File

@@ -28,27 +28,27 @@ namespace OpenRA.Mods.RA.Effects
public IEffect Create(ProjectileArgs args)
{
var c = UsePlayerColor ? args.firedBy.Owner.ColorRamp.GetColor(0) : Color;
return new LaserZap(args, BeamRadius, c, BeamDuration, Explosion);
return new LaserZap(args, this, c);
}
}
class LaserZap : IEffect
{
ProjectileArgs args;
readonly int radius;
LaserZapInfo info;
int ticks = 0;
int beamTicks; // Duration of beam
Color color;
bool doneDamage = false;
bool doneDamage;
Animation explosion;
public LaserZap(ProjectileArgs args, int radius, Color color, int beamTicks, string explosion)
public LaserZap(ProjectileArgs args, LaserZapInfo info, Color color)
{
this.args = args;
this.info = info;
this.color = color;
this.radius = radius;
this.beamTicks = beamTicks;
this.explosion = new Animation(explosion);
if (info.Explosion != null)
this.explosion = new Animation(info.Explosion);
}
public void Tick(World world)
@@ -59,29 +59,37 @@ namespace OpenRA.Mods.RA.Effects
if (!doneDamage)
{
explosion.PlayThen("idle",
() => world.AddFrameEndTask(w => w.Remove(this)));
if (explosion != null)
explosion.PlayThen("idle",
() => world.AddFrameEndTask(w => w.Remove(this)));
Combat.DoImpacts(args);
doneDamage = true;
}
++ticks;
explosion.Tick();
if (explosion != null)
explosion.Tick();
else
if (ticks >= info.BeamDuration)
world.AddFrameEndTask(w => w.Remove(this));
}
public IEnumerable<Renderable> Render()
{
yield return new Renderable(explosion.Image, args.dest - .5f * explosion.Image.size, "effect", (int)args.dest.Y);
if (explosion != null)
yield return new Renderable(explosion.Image,
args.dest - .5f * explosion.Image.size, "effect", (int)args.dest.Y);
if (ticks >= beamTicks)
if (ticks >= info.BeamDuration)
yield break;
Color rc = Color.FromArgb((beamTicks-ticks)*255/beamTicks, color);
float2 unit = 1.0f/(args.src - args.dest).Length*(args.src - args.dest).ToFloat2();
float2 norm = new float2(-unit.Y, unit.X);
var rc = Color.FromArgb((info.BeamDuration - ticks)*255/info.BeamDuration, color);
var dir = 1.0f/(args.src - args.dest).Length*(args.src - args.dest).ToFloat2();
var norm = new float2(-dir.Y, dir.X);
var wlr = Game.Renderer.WorldLineRenderer;
for (int i = -radius; i < radius; i++)
for (int i = -info.BeamRadius; i < info.BeamRadius; i++)
wlr.DrawLine(args.src + i * norm, args.dest + i * norm, rc, rc);
}
}