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:
@@ -25,17 +25,30 @@ namespace OpenRA.Mods.Cnc.Effects
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readonly string palette;
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readonly string palette;
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readonly string weapon;
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readonly string weapon;
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public IonCannon(Player firedBy, string weapon, World world, CPos location, string effect, string palette)
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int weaponDelay;
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bool impacted = false;
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public IonCannon(Player firedBy, string weapon, World world, CPos location, string effect, string palette, int delay)
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{
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{
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this.firedBy = firedBy;
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this.firedBy = firedBy;
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this.weapon = weapon;
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this.weapon = weapon;
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this.palette = palette;
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this.palette = palette;
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weaponDelay = delay;
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target = Target.FromCell(world, location);
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target = Target.FromCell(world, location);
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anim = new Animation(world, effect);
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anim = new Animation(world, effect);
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anim.PlayThen("idle", () => Finish(world));
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anim.PlayThen("idle", () => Finish(world));
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}
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}
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public void Tick(World world) { anim.Tick(); }
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public void Tick(World world)
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{
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anim.Tick();
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if (!impacted && weaponDelay-- <= 0)
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{
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var weapon = world.Map.Rules.Weapons[this.weapon.ToLowerInvariant()];
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weapon.Impact(target.CenterPosition, firedBy.PlayerActor, 1f);
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impacted = true;
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}
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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{
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@@ -45,8 +58,6 @@ namespace OpenRA.Mods.Cnc.Effects
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void Finish(World world)
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void Finish(World world)
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{
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{
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world.AddFrameEndTask(w => w.Remove(this));
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world.AddFrameEndTask(w => w.Remove(this));
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var weapon = world.Map.Rules.Weapons[this.weapon.ToLowerInvariant()];
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weapon.Impact(target.CenterPosition, firedBy.PlayerActor, 1f);
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}
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}
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}
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}
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}
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}
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@@ -21,14 +21,20 @@ namespace OpenRA.Mods.Cnc
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[ActorReference]
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[ActorReference]
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[Desc("Actor to spawn when the attack starts")]
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[Desc("Actor to spawn when the attack starts")]
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public readonly string CameraActor = null;
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public readonly string CameraActor = null;
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[Desc("Amount of time to keep the camera alive")]
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[Desc("Amount of time to keep the camera alive")]
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public readonly int CameraRemoveDelay = 25;
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public readonly int CameraRemoveDelay = 25;
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[Desc("Effect sequence to display")]
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[Desc("Effect sequence to display")]
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public readonly string Effect = "ionsfx";
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public readonly string Effect = "ionsfx";
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public readonly string EffectPalette = "effect";
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public readonly string EffectPalette = "effect";
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[Desc("Which weapon to fire")]
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[Desc("Which weapon to fire")]
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public readonly string Weapon = "IonCannon";
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public readonly string Weapon = "IonCannon";
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[Desc("Apply the weapon impact this many ticks into the effect")]
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public readonly int WeaponDelay = 7;
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public override object Create(ActorInitializer init) { return new IonCannonPower(init.self, this); }
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public override object Create(ActorInitializer init) { return new IonCannonPower(init.self, this); }
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}
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}
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@@ -50,7 +56,7 @@ namespace OpenRA.Mods.Cnc
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{
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{
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var info = Info as IonCannonPowerInfo;
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var info = Info as IonCannonPowerInfo;
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Sound.Play(Info.LaunchSound, self.World.Map.CenterOfCell(order.TargetLocation));
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Sound.Play(Info.LaunchSound, self.World.Map.CenterOfCell(order.TargetLocation));
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w.Add(new IonCannon(self.Owner, info.Weapon, w, order.TargetLocation, info.Effect, info.EffectPalette));
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w.Add(new IonCannon(self.Owner, info.Weapon, w, order.TargetLocation, info.Effect, info.EffectPalette, info.WeaponDelay));
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if (info.CameraActor == null)
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if (info.CameraActor == null)
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return;
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return;
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