IonCannonPower can now define how many ticks into animation the weapon impact happens (as opposed to at the end of the animation).

This commit is contained in:
UberWaffe
2014-08-01 09:00:17 +02:00
parent 33655afe21
commit 4f18cb5fc0
2 changed files with 22 additions and 5 deletions

View File

@@ -25,17 +25,30 @@ namespace OpenRA.Mods.Cnc.Effects
readonly string palette;
readonly string weapon;
public IonCannon(Player firedBy, string weapon, World world, CPos location, string effect, string palette)
int weaponDelay;
bool impacted = false;
public IonCannon(Player firedBy, string weapon, World world, CPos location, string effect, string palette, int delay)
{
this.firedBy = firedBy;
this.weapon = weapon;
this.palette = palette;
weaponDelay = delay;
target = Target.FromCell(world, location);
anim = new Animation(world, effect);
anim.PlayThen("idle", () => Finish(world));
}
public void Tick(World world) { anim.Tick(); }
public void Tick(World world)
{
anim.Tick();
if (!impacted && weaponDelay-- <= 0)
{
var weapon = world.Map.Rules.Weapons[this.weapon.ToLowerInvariant()];
weapon.Impact(target.CenterPosition, firedBy.PlayerActor, 1f);
impacted = true;
}
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
@@ -45,8 +58,6 @@ namespace OpenRA.Mods.Cnc.Effects
void Finish(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
var weapon = world.Map.Rules.Weapons[this.weapon.ToLowerInvariant()];
weapon.Impact(target.CenterPosition, firedBy.PlayerActor, 1f);
}
}
}