move McvDeploy from rules into yaml. fix buttons on chronoSelect. removed extraneous PlayAnimation order.
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@@ -105,7 +105,6 @@ namespace OpenRa.GameRules
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/* Misc */
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/* Misc */
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[Obsolete]
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[Obsolete]
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public readonly bool FineDiffControl = false;
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public readonly bool FineDiffControl = false;
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public readonly bool MCVUndeploy = false;
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/* OpenRA-specific */
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/* OpenRA-specific */
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public readonly float OreChance = 0; /* chance of spreading to a particular eligible cell */
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public readonly float OreChance = 0; /* chance of spreading to a particular eligible cell */
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@@ -20,7 +20,7 @@ namespace OpenRa.Orders
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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{
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if (mi.Button == MouseButton.Right)
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if (mi.Button == MouseButton.Left)
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{
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{
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var loc = mi.Location + Game.viewport.Location;
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var loc = mi.Location + Game.viewport.Location;
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var underCursor = world.FindUnits(loc, loc)
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var underCursor = world.FindUnits(loc, loc)
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@@ -41,8 +41,8 @@ namespace OpenRa.Traits
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var chronosphere = self.World.Actors.Where(a => a.Owner == self.Owner
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var chronosphere = self.World.Actors.Where(a => a.Owner == self.Owner
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&& a.traits.Contains<Chronosphere>()).FirstOrDefault();
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&& a.traits.Contains<Chronosphere>()).FirstOrDefault();
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if (chronosphere != null)
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if( chronosphere != null )
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Game.orderManager.IssueOrder(new Order("PlayAnimation", chronosphere, "active"));
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chronosphere.traits.Get<RenderBuilding>().PlayCustomAnim( chronosphere, "active" );
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// Trigger screen desaturate effect
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// Trigger screen desaturate effect
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foreach (var a in self.World.Actors.Where(a => a.traits.Contains<ChronoshiftPaletteEffect>()))
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foreach (var a in self.World.Actors.Where(a => a.traits.Contains<ChronoshiftPaletteEffect>()))
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@@ -5,6 +5,8 @@ namespace OpenRa.Traits
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{
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{
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class ConstructionYardInfo : ITraitInfo
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class ConstructionYardInfo : ITraitInfo
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{
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{
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public readonly bool AllowUndeploy;
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public object Create(Actor self) { return new ConstructionYard(self); }
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public object Create(Actor self) { return new ConstructionYard(self); }
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}
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}
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@@ -19,7 +21,7 @@ namespace OpenRa.Traits
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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{
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if (!Rules.General.MCVUndeploy) return null;
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if (!self.Info.Traits.Get<ConstructionYardInfo>().AllowUndeploy) return null;
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if (mi.Button == MouseButton.Left) return null;
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if (mi.Button == MouseButton.Left) return null;
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@@ -8,7 +8,7 @@ namespace OpenRa.Traits
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public override object Create(Actor self) { return new RenderBuilding(self); }
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public override object Create(Actor self) { return new RenderBuilding(self); }
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}
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}
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class RenderBuilding : RenderSimple, INotifyDamage, INotifySold, IResolveOrder
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class RenderBuilding : RenderSimple, INotifyDamage, INotifySold
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{
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{
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const int SmallBibStart = 1;
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const int SmallBibStart = 1;
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const int LargeBibStart = 5;
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const int LargeBibStart = 5;
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@@ -99,11 +99,5 @@ namespace OpenRa.Traits
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}
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}
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public void Sold(Actor self) { DoBib(self, true); }
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public void Sold(Actor self) { DoBib(self, true); }
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "PlayAnimation")
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PlayCustomAnim(self, order.TargetString);
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}
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}
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}
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}
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}
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@@ -110,7 +110,6 @@ TeamDelay=.6 ; interval between checking for and creating teams
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; misc
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; misc
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FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?
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FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?
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MCVUndeploy=yes ; Allow construction yard to undeploy back into MCV?
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; ******* Unit Statistics *******
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; ******* Unit Statistics *******
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