Unhardcode beacon sprites for documentation and lint testing.
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@@ -51,20 +51,20 @@ namespace OpenRA.Mods.Common.Effects
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}
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// Support power beacons are expected to clean themselves up
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public Beacon(Player owner, WPos position, string palettePrefix, string posterType, string posterPalette, Func<float> clockFraction)
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public Beacon(Player owner, WPos position, string palettePrefix, string posterCollection, string posterType, string posterPalette, string clockSequence, Func<float> clockFraction)
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: this(owner, position, -1, palettePrefix)
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{
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this.posterPalette = posterPalette;
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if (posterType != null)
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{
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poster = new Animation(owner.World, "beacon");
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poster = new Animation(owner.World, posterCollection);
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poster.Play(posterType);
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if (clockFraction != null)
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{
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clock = new Animation(owner.World, "beacon");
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clock.PlayFetchIndex("clock", () => Exts.Clamp((int)(clockFraction() * (clock.CurrentSequence.Length - 1)), 0, clock.CurrentSequence.Length - 1));
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clock = new Animation(owner.World, posterCollection);
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clock.PlayFetchIndex(clockSequence, () => Exts.Clamp((int)(clockFraction() * (clock.CurrentSequence.Length - 1)), 0, clock.CurrentSequence.Length - 1));
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}
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}
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}
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