add the Cyborg rendering logic

This commit is contained in:
Matthias Mailänder
2015-05-25 20:26:55 +02:00
parent 0d8876a1de
commit 8dbe9804fc
4 changed files with 55 additions and 32 deletions

View File

@@ -0,0 +1,46 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.TS.Traits
{
[Desc("Change the sprite after a certain amount of damage is taken, even when the hitpoints are regenerated.")]
public class WithPermanentInjuryInfo : ITraitInfo
{
public readonly DamageState TriggeringDamageStage = DamageState.Critical;
public readonly string InjuredSequencePrefix = "crippled-";
public object Create(ActorInitializer init) { return new WithPermanentInjury(init, this); }
}
public class WithPermanentInjury : INotifyDamage, IRenderInfantrySequenceModifier
{
readonly WithPermanentInjuryInfo info;
bool isInjured;
public bool IsModifyingSequence { get { return isInjured; } }
public string SequencePrefix { get { return info.InjuredSequencePrefix; } }
public WithPermanentInjury(ActorInitializer init, WithPermanentInjuryInfo info)
{
this.info = info;
}
public void Damaged(Actor self, AttackInfo e)
{
if (e.DamageState == info.TriggeringDamageStage)
isInjured = true;
}
}
}