Add support for TS-style tinted target flashes.
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@@ -13,21 +13,25 @@ using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Effects
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{
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public class FlashTarget : IEffect
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{
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readonly Actor target;
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readonly Player player;
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readonly int count;
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readonly int interval;
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readonly TintModifiers modifiers;
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readonly float3 tint;
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readonly float? alpha;
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int tick;
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public FlashTarget(Actor target, Player asPlayer = null, int count = 2, int interval = 2, int delay = 0)
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FlashTarget(Actor target, int count, int interval, int delay)
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{
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this.target = target;
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player = asPlayer;
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this.count = count;
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this.interval = interval;
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tick = -delay;
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@@ -38,6 +42,20 @@ namespace OpenRA.Mods.Common.Effects
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});
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}
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public FlashTarget(Actor target, Color color, float alpha = 0.5f, int count = 2, int interval = 2, int delay = 0)
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: this(target, count, interval, delay)
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{
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modifiers = TintModifiers.ReplaceColor;
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tint = new float3(color.R, color.G, color.B) / 255f;
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this.alpha = alpha;
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}
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public FlashTarget(Actor target, float3 tint, int count = 2, int interval = 2, int delay = 0)
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: this(target, count, interval, delay)
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{
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this.tint = tint;
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}
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public void Tick(World world)
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{
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if (++tick >= count * interval || !target.IsInWorld)
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@@ -48,13 +66,16 @@ namespace OpenRA.Mods.Common.Effects
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{
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if (target.IsInWorld && tick >= 0 && tick % interval == 0)
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{
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var color = player == null ? float3.Ones : new float3(player.Color.R, player.Color.G, player.Color.B) / 255f;
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return target.Render(wr)
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.Where(r => !r.IsDecoration && r is IModifyableRenderable)
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.Select(r =>
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{
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var mr = (IModifyableRenderable)r;
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return mr.WithTint(color, mr.TintModifiers | TintModifiers.ReplaceColor).WithAlpha(0.5f);
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mr = mr.WithTint(tint, mr.TintModifiers | modifiers);
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if (alpha.HasValue)
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mr = mr.WithAlpha(alpha.Value);
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return mr;
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});
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}
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