proc comes with 2 free silos; fix silo/proc prereq

This commit is contained in:
Paul Chote
2010-06-15 11:17:15 +12:00
parent e3de3cc0d2
commit 48cf08dc7d
6 changed files with 91 additions and 23 deletions

View File

@@ -19,36 +19,35 @@
#endregion
using OpenRA.Traits;
using System.Linq;
namespace OpenRA.Mods.RA
{
class HasUnitOnBuildInfo : ITraitInfo
public class FreeActorInfo : ITraitInfo
{
public readonly string Unit = null;
public readonly string Actor = null;
public readonly string InitialActivity = null;
public readonly int2 SpawnOffset = int2.Zero;
public readonly int Facing = 0;
public object Create( Actor self ) { return new HasUnitOnBuild(self); }
public object Create( Actor self ) { return new FreeActor(self, this); }
}
public class HasUnitOnBuild
public class FreeActor
{
public HasUnitOnBuild(Actor self)
{
var info = self.Info.Traits.Get<HasUnitOnBuildInfo>();
public FreeActor(Actor self, FreeActorInfo info)
{
self.World.AddFrameEndTask(
w =>
{
var unit = w.CreateActor(info.Unit, self.Location
var a = w.CreateActor(info.Actor, self.Location
+ info.SpawnOffset, self.Owner);
var unitTrait = unit.traits.Get<Unit>();
unitTrait.Facing = info.Facing;
var unit = a.traits.WithInterface<Unit>().FirstOrDefault();
if (unit != null)
unit.Facing = info.Facing;
if (info.InitialActivity != null)
unit.QueueActivity(Game.CreateObject<IActivity>(info.InitialActivity));
a.QueueActivity(Game.CreateObject<IActivity>(info.InitialActivity));
});
}
}