Remove Corpse effect and use SpriteEffect instead

This commit is contained in:
reaperrr
2016-05-23 23:07:34 +02:00
parent 51b88bfbaf
commit 555d4f4adc
3 changed files with 1 additions and 46 deletions

View File

@@ -1,44 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Effects;
using OpenRA.Graphics;
namespace OpenRA.Mods.Common.Effects
{
public class Corpse : IEffect
{
readonly World world;
readonly WPos pos;
readonly string paletteName;
readonly Animation anim;
public Corpse(World world, WPos pos, string image, string sequence, string paletteName)
{
this.world = world;
this.pos = pos;
this.paletteName = paletteName;
anim = new Animation(world, image);
anim.PlayThen(sequence, () => world.AddFrameEndTask(w => w.Remove(this)));
}
public void Tick(World world) { anim.Tick(); }
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (world.FogObscures(pos))
return SpriteRenderable.None;
return anim.Render(pos, wr.Palette(paletteName));
}
}
}

View File

@@ -150,7 +150,6 @@
<Compile Include="Effects\Bullet.cs" />
<Compile Include="Effects\Contrail.cs" />
<Compile Include="Effects\ContrailFader.cs" />
<Compile Include="Effects\Corpse.cs" />
<Compile Include="Effects\CrateEffect.cs" />
<Compile Include="Effects\FloatingText.cs" />
<Compile Include="Effects\GravityBomb.cs" />

View File

@@ -108,7 +108,7 @@ namespace OpenRA.Mods.Common.Traits.Render
public void SpawnDeathAnimation(Actor self, WPos pos, string image, string sequence, string palette)
{
self.World.AddFrameEndTask(w => w.Add(new Corpse(w, pos, image, sequence, palette)));
self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, image, sequence, palette)));
}
void INotifyCrushed.OnCrush(Actor self, Actor crusher, HashSet<string> crushClasses)