Remove Explosion effect and use SpriteEffect instead
This commit is contained in:
@@ -73,7 +73,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
|
||||
var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
|
||||
if (sequence != null && palette != null)
|
||||
self.World.AddFrameEndTask(w => w.Add(new Explosion(w, self.OccupiesSpace.CenterPosition, info.Image, sequence, palette)));
|
||||
self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(self.OccupiesSpace.CenterPosition, w, info.Image, sequence, palette)));
|
||||
|
||||
self.Kill(self);
|
||||
}
|
||||
|
||||
@@ -58,7 +58,7 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
void SpawnExplosions(World world, IEnumerable<CPos> cells)
|
||||
{
|
||||
foreach (var c in cells)
|
||||
world.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(c), info.Image, info.Sequences.Random(w.SharedRandom), info.Palette)));
|
||||
world.AddFrameEndTask(w => w.Add(new SpriteEffect(w.Map.CenterOfCell(c), w, info.Image, info.Sequences.Random(w.SharedRandom), info.Palette)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user