Add ability to use IonCannonPower via lua.
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committed by
Matthias Mailänder
parent
2387e49ee7
commit
51c207dd28
@@ -132,6 +132,7 @@
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<Compile Include="Traits\SupportPowers\GpsPower.cs" />
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<Compile Include="Traits\GpsWatcher.cs" />
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<Compile Include="Scripting\Properties\ChronosphereProperties.cs" />
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<Compile Include="Scripting\Properties\IonCannonProperties.cs" />
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<Compile Include="Traits\Render\WithDisguisingInfantryBody.cs" />
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<Compile Include="UtilityCommands\ImportRedAlertLegacyMapCommand.cs" />
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<Compile Include="Traits\Infiltration\InfiltrateForDecoration.cs" />
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39
OpenRA.Mods.Cnc/Scripting/Properties/IonCannonProperties.cs
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39
OpenRA.Mods.Cnc/Scripting/Properties/IonCannonProperties.cs
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@@ -0,0 +1,39 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* Information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Mods.Cnc.Effects;
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using OpenRA.Mods.Cnc.Traits;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA.Mods.CnC.Scripting
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{
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[ScriptPropertyGroup("Support Powers")]
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public class IonCannonProperties : ScriptActorProperties, Requires<IonCannonPowerInfo>
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{
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readonly IonCannonPower icp;
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public IonCannonProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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icp = self.TraitsImplementing<IonCannonPower>().First();
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}
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[Desc("Activate the actor's IonCannonPower.")]
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public void ActivateIonCannon(CPos target)
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{
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icp.Activate(Self, target);
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}
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}
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}
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@@ -74,11 +74,16 @@ namespace OpenRA.Mods.Cnc.Traits
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{
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base.Activate(self, order, manager);
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Activate(self, order.TargetLocation);
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}
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public void Activate(Actor self, CPos targetLocation)
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{
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self.World.AddFrameEndTask(w =>
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{
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PlayLaunchSounds();
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Game.Sound.Play(SoundType.World, info.OnFireSound, self.World.Map.CenterOfCell(order.TargetLocation));
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w.Add(new IonCannon(self.Owner, info.WeaponInfo, w, self.CenterPosition, order.TargetLocation,
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Game.Sound.Play(SoundType.World, info.OnFireSound, self.World.Map.CenterOfCell(targetLocation));
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w.Add(new IonCannon(self.Owner, info.WeaponInfo, w, self.CenterPosition, targetLocation,
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info.Effect, info.EffectSequence, info.EffectPalette, info.WeaponDelay));
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if (info.CameraActor == null)
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@@ -86,7 +91,7 @@ namespace OpenRA.Mods.Cnc.Traits
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var camera = w.CreateActor(info.CameraActor, new TypeDictionary
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{
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new LocationInit(order.TargetLocation),
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new LocationInit(targetLocation),
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new OwnerInit(self.Owner),
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});
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