Step in the direction of RA2 paratroopers.

This commit is contained in:
Matija Hustić
2015-06-18 00:51:33 +01:00
parent f7327418e4
commit 72e8e08f48
12 changed files with 419 additions and 158 deletions

View File

@@ -30,25 +30,11 @@ namespace OpenRA.Mods.Common.Traits
[SequenceReference("CorpseSequenceCollection")] public readonly string WaterCorpseSequence = null;
public readonly string WaterCorpsePalette = "effect";
public readonly string ParachuteSequence = null;
[SequenceReference("ParachuteSequence")] public readonly string ParachuteOpenSequence = null;
[SequenceReference("ParachuteSequence")] public readonly string ParachuteIdleSequence = null;
[Desc("Optional, otherwise defaults to the palette the actor is using.")]
public readonly string ParachutePalette = null;
[Desc("Used to clone the actor with this palette and render it with a visual offset below.")]
public readonly string ParachuteShadowPalette = "shadow";
public readonly WVec ParachuteOffset = WVec.Zero;
public readonly int FallRate = 13;
[Desc("Alternative to ParachuteShadowPalette which disables it and allows to set a custom sprite sequence instead.")]
public readonly string ShadowSequence = null;
[Desc("Optional, otherwise defaults to the palette the actor is using.")]
public readonly string ShadowPalette = null;
[UpgradeGrantedReference]
[Desc("Upgrade to grant to this actor when parachuting. Normally used to render the parachute using the WithParachute trait.")]
public readonly string[] ParachuteUpgrade = { "parachute" };
public object Create(ActorInitializer init) { return new Parachutable(init, this); }
}