Created FlashPaletteEffectWarhead and removed the hardcoded flashing from NukeLaunch
Not actually hardcoded, but there was a hard dependency in NukeLaunch on FlashPaletteEffect and explicit flashing checks.
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@@ -27,7 +27,6 @@ namespace OpenRA.Mods.Common.Effects
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readonly string weaponPalette;
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readonly string upSequence;
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readonly string downSequence;
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readonly string flashType;
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readonly WPos ascendSource;
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readonly WPos ascendTarget;
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@@ -51,7 +50,7 @@ namespace OpenRA.Mods.Common.Effects
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public NukeLaunch(Player firedBy, string name, WeaponInfo weapon, string weaponPalette, string upSequence, string downSequence,
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WPos launchPos, WPos targetPos, WDist detonationAltitude, bool removeOnDetonation, WDist velocity, int launchDelay, int impactDelay,
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bool skipAscent, string flashType,
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bool skipAscent,
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string trailImage, string[] trailSequences, string trailPalette, bool trailUsePlayerPalette, int trailDelay, int trailInterval)
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{
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this.firedBy = firedBy;
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@@ -62,7 +61,6 @@ namespace OpenRA.Mods.Common.Effects
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this.launchDelay = launchDelay;
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this.impactDelay = impactDelay;
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turn = skipAscent ? 0 : impactDelay / 2;
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this.flashType = flashType;
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this.trailImage = trailImage;
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this.trailSequences = trailSequences;
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this.trailPalette = trailPalette;
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@@ -151,10 +149,6 @@ namespace OpenRA.Mods.Common.Effects
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weapon.Impact(target, warheadArgs);
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foreach (var flash in world.WorldActor.TraitsImplementing<FlashPaletteEffect>())
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if (flash.Info.Type == flashType)
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flash.Enable(-1);
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detonated = true;
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}
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