Add enter-cloak & exit-cloak effect for Cloak
This commit is contained in:
committed by
Matthias Mailänder
parent
d67f696bd0
commit
831bed2c4d
@@ -13,6 +13,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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@@ -33,8 +34,8 @@ namespace OpenRA.Mods.Common.Traits
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Dock = 256
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}
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// Type tag for cloaktypes
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public class CloakType { }
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// Type tag for DetectionTypes
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public class DetectionType { }
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[Desc("This unit can cloak and uncloak in specific situations.")]
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public class CloakInfo : PausableConditionalTraitInfo
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@@ -57,12 +58,36 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string Palette = "cloak";
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public readonly bool IsPlayerPalette = false;
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public readonly BitSet<CloakType> CloakTypes = new BitSet<CloakType>("Cloak");
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public readonly BitSet<DetectionType> DetectionTypes = new BitSet<DetectionType>("Cloak");
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[GrantedConditionReference]
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[Desc("The condition to grant to self while cloaked.")]
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public readonly string CloakedCondition = null;
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[Desc("The type of cloak. Same type of cloaks won't trigger cloaking and uncloaking sound and effect.")]
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public readonly string CloakType = null;
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[Desc("Which image to use for the effect played when cloaking or uncloaking.")]
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public readonly string EffectImage = null;
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[Desc("Which effect sequence to play when cloaking.")]
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[SequenceReference(nameof(EffectImage), allowNullImage: true)]
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public readonly string CloakEffectSequence = null;
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[Desc("Which effect sequence to play when uncloaking.")]
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[SequenceReference(nameof(EffectImage), allowNullImage: true)]
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public readonly string UncloakEffectSequence = null;
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[PaletteReference(nameof(EffectPaletteIsPlayerPalette))]
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public readonly string EffectPalette = "effect";
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public readonly bool EffectPaletteIsPlayerPalette = false;
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[Desc("Offset for the effect played when cloaking or uncloaking.")]
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public readonly WVec EffectOffset = WVec.Zero;
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[Desc("Should the effect track the actor.")]
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public readonly bool EffectTracksActor = true;
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public override object Create(ActorInitializer init) { return new Cloak(this); }
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}
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@@ -88,9 +113,12 @@ namespace OpenRA.Mods.Common.Traits
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protected override void Created(Actor self)
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{
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otherCloaks = self.TraitsImplementing<Cloak>()
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.Where(c => c != this)
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.ToArray();
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if (Info.CloakType != null)
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{
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otherCloaks = self.TraitsImplementing<Cloak>()
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.Where(c => c != this && c.Info.CloakType == Info.CloakType)
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.ToArray();
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}
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if (Cloaked)
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{
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@@ -167,16 +195,50 @@ namespace OpenRA.Mods.Common.Traits
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cloakedToken = self.GrantCondition(Info.CloakedCondition);
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// Sounds shouldn't play if the actor starts cloaked
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if (!(firstTick && Info.InitialDelay == 0) && !otherCloaks.Any(a => a.Cloaked))
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if (!(firstTick && Info.InitialDelay == 0) && (otherCloaks == null || !otherCloaks.Any(a => a.Cloaked)))
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{
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var pos = self.CenterPosition;
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Game.Sound.Play(SoundType.World, Info.CloakSound, self.CenterPosition);
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Func<WPos> posfunc = () => self.CenterPosition + Info.EffectOffset;
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if (!Info.EffectTracksActor)
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posfunc = () => pos + Info.EffectOffset;
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if (Info.EffectImage != null && Info.CloakEffectSequence != null)
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{
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var palette = Info.EffectPalette;
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if (Info.EffectPaletteIsPlayerPalette)
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palette += self.Owner.InternalName;
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(
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posfunc, () => WAngle.Zero, w, Info.EffectImage, Info.CloakEffectSequence, palette)));
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}
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}
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}
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else if (!isCloaked && wasCloaked)
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{
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if (cloakedToken != Actor.InvalidConditionToken)
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cloakedToken = self.RevokeCondition(cloakedToken);
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if (!(firstTick && Info.InitialDelay == 0) && !otherCloaks.Any(a => a.Cloaked))
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Game.Sound.Play(SoundType.World, Info.UncloakSound, self.CenterPosition);
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if (!(firstTick && Info.InitialDelay == 0) && (otherCloaks == null || !otherCloaks.Any(a => a.Cloaked)))
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{
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var pos = self.CenterPosition;
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Game.Sound.Play(SoundType.World, Info.CloakSound, pos);
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Func<WPos> posfunc = () => self.CenterPosition + Info.EffectOffset;
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if (!Info.EffectTracksActor)
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posfunc = () => pos + Info.EffectOffset;
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if (Info.EffectImage != null && Info.UncloakEffectSequence != null)
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{
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var palette = Info.EffectPalette;
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if (Info.EffectPaletteIsPlayerPalette)
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palette += self.Owner.InternalName;
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(
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posfunc, () => WAngle.Zero, w, Info.EffectImage, Info.UncloakEffectSequence, palette)));
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}
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}
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}
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wasCloaked = isCloaked;
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@@ -196,7 +258,7 @@ namespace OpenRA.Mods.Common.Traits
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return true;
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return self.World.ActorsWithTrait<DetectCloaked>().Any(a => a.Actor.Owner.IsAlliedWith(viewer)
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&& Info.CloakTypes.Overlaps(a.Trait.Info.CloakTypes)
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&& Info.DetectionTypes.Overlaps(a.Trait.Info.DetectionTypes)
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&& (self.CenterPosition - a.Actor.CenterPosition).LengthSquared <= a.Trait.Range.LengthSquared);
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}
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