Make MuzzleFlash palette customizable.
This commit is contained in:
@@ -1,6 +1,6 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* as published by the Free Software Foundation. For more information,
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@@ -47,6 +47,9 @@ namespace OpenRA.Mods.RA
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[Desc("Muzzle flash sequence to render")]
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[Desc("Muzzle flash sequence to render")]
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public readonly string MuzzleSequence = null;
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public readonly string MuzzleSequence = null;
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[Desc("Palette to render Muzzle flash sequence in")]
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public readonly string MuzzlePalette = "effect";
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[Desc("Use multiple muzzle images if non-zero")]
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[Desc("Use multiple muzzle images if non-zero")]
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public readonly int MuzzleSplitFacings = 0;
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public readonly int MuzzleSplitFacings = 0;
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@@ -38,6 +38,8 @@ namespace OpenRA.Mods.RA
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[Desc("Fire port yaw cone angle")]
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[Desc("Fire port yaw cone angle")]
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public readonly WAngle[] PortCones = {};
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public readonly WAngle[] PortCones = {};
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public readonly string MuzzlePalette = "effect";
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public override object Create(ActorInitializer init) { return new AttackGarrisoned(init.self, this); }
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public override object Create(ActorInitializer init) { return new AttackGarrisoned(init.self, this); }
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}
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}
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@@ -175,9 +177,10 @@ namespace OpenRA.Mods.RA
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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{
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{
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var pal = wr.Palette(info.MuzzlePalette);
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// Display muzzle flashes
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// Display muzzle flashes
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foreach (var m in muzzles)
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foreach (var m in muzzles)
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foreach (var r in m.Render(self, wr, wr.Palette("effect"), 1f))
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foreach (var r in m.Render(self, wr, pal, 1f))
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yield return r;
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yield return r;
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}
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}
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@@ -1,6 +1,6 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* as published by the Free Software Foundation. For more information,
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@@ -78,6 +78,9 @@ namespace OpenRA.Mods.RA.Render
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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{
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{
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foreach (var arm in self.TraitsImplementing<Armament>())
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{
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var palette = wr.Palette(arm.Info.MuzzlePalette);
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foreach (var kv in anims)
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foreach (var kv in anims)
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{
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{
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if (!visible[kv.Key])
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if (!visible[kv.Key])
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@@ -86,10 +89,11 @@ namespace OpenRA.Mods.RA.Render
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if (kv.Value.DisableFunc != null && kv.Value.DisableFunc())
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if (kv.Value.DisableFunc != null && kv.Value.DisableFunc())
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continue;
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continue;
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foreach (var r in kv.Value.Render(self, wr, wr.Palette("effect"), 1f))
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foreach (var r in kv.Value.Render(self, wr, palette, 1f))
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yield return r;
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yield return r;
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}
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}
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}
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}
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}
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public void Tick(Actor self)
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public void Tick(Actor self)
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{
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{
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