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

View File

@@ -21,14 +21,20 @@ namespace OpenRA.Mods.Cnc
[ActorReference] [ActorReference]
[Desc("Actor to spawn when the attack starts")] [Desc("Actor to spawn when the attack starts")]
public readonly string CameraActor = null; public readonly string CameraActor = null;
[Desc("Amount of time to keep the camera alive")] [Desc("Amount of time to keep the camera alive")]
public readonly int CameraRemoveDelay = 25; public readonly int CameraRemoveDelay = 25;
[Desc("Effect sequence to display")] [Desc("Effect sequence to display")]
public readonly string Effect = "ionsfx"; public readonly string Effect = "ionsfx";
public readonly string EffectPalette = "effect"; public readonly string EffectPalette = "effect";
[Desc("Which weapon to fire")] [Desc("Which weapon to fire")]
public readonly string Weapon = "IonCannon"; public readonly string Weapon = "IonCannon";
[Desc("Apply the weapon impact this many ticks into the effect")]
public readonly int WeaponDelay = 7;
public override object Create(ActorInitializer init) { return new IonCannonPower(init.self, this); } public override object Create(ActorInitializer init) { return new IonCannonPower(init.self, this); }
} }
@@ -50,7 +56,7 @@ namespace OpenRA.Mods.Cnc
{ {
var info = Info as IonCannonPowerInfo; var info = Info as IonCannonPowerInfo;
Sound.Play(Info.LaunchSound, self.World.Map.CenterOfCell(order.TargetLocation)); Sound.Play(Info.LaunchSound, self.World.Map.CenterOfCell(order.TargetLocation));
w.Add(new IonCannon(self.Owner, info.Weapon, w, order.TargetLocation, info.Effect, info.EffectPalette)); w.Add(new IonCannon(self.Owner, info.Weapon, w, order.TargetLocation, info.Effect, info.EffectPalette, info.WeaponDelay));
if (info.CameraActor == null) if (info.CameraActor == null)
return; return;