document the various overlay and animation change traits
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@@ -19,6 +19,11 @@ namespace OpenRA.Mods.RA.Render
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[Desc("Turreted 'Turret' key to display")]
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public readonly string Turret = "primary";
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public readonly string LeftSequence = "left";
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public readonly string RightSequence = "right";
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public readonly string WakeLeftSequence = "wake-left";
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public readonly string WakeRightSequence = "wake-right";
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public override object Create(ActorInitializer init) { return new RenderGunboat(init.self, this); }
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}
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@@ -35,28 +40,28 @@ namespace OpenRA.Mods.RA.Render
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.First(t => t.Name == info.Turret);
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left = new Animation(self.World, name, () => turret.turretFacing);
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left.Play("left");
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Add("left", new AnimationWithOffset(left, null, () => facing.Facing > 128, 0));
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left.Play(info.LeftSequence);
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Add(info.LeftSequence, new AnimationWithOffset(left, null, () => facing.Facing > 128, 0));
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right = new Animation(self.World, name, () => turret.turretFacing);
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right.Play("right");
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Add("right", new AnimationWithOffset(right, null, () => facing.Facing <= 128, 0));
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right.Play(info.RightSequence);
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Add(info.RightSequence, new AnimationWithOffset(right, null, () => facing.Facing <= 128, 0));
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var leftWake = new Animation(self.World, name);
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leftWake.Play("wake-left");
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Add("wake-left", new AnimationWithOffset(leftWake, null, () => facing.Facing > 128, -87));
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leftWake.Play(info.WakeLeftSequence);
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Add(info.WakeLeftSequence, new AnimationWithOffset(leftWake, null, () => facing.Facing > 128, -87));
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var rightWake = new Animation(self.World, name);
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rightWake.Play("wake-right");
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Add("wake-right", new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87));
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rightWake.Play(info.WakeRightSequence);
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Add(info.WakeRightSequence, new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87));
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self.Trait<IBodyOrientation>().SetAutodetectedFacings(2);
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}
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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left.ReplaceAnim(NormalizeSequence(left, e.DamageState, "left"));
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right.ReplaceAnim(NormalizeSequence(right, e.DamageState, "right"));
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left.ReplaceAnim(NormalizeSequence(left, e.DamageState, left.CurrentSequence.Name));
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right.ReplaceAnim(NormalizeSequence(right, e.DamageState, right.CurrentSequence.Name));
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}
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}
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}
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