Merge pull request #5973 from reaperrr/renderinf-unhardcode
Unhardcoded RenderInfantry sequence names
This commit is contained in:
@@ -1,6 +1,6 @@
|
|||||||
#region Copyright & License Information
|
#region Copyright & License Information
|
||||||
/*
|
/*
|
||||||
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
|
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||||
* This file is part of OpenRA, which is free software. It is made
|
* 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
|
* available to you under the terms of the GNU General Public License
|
||||||
* as published by the Free Software Foundation. For more information,
|
* as published by the Free Software Foundation. For more information,
|
||||||
@@ -18,6 +18,9 @@ namespace OpenRA.Mods.RA.Render
|
|||||||
public readonly int MinIdleWaitTicks = 30;
|
public readonly int MinIdleWaitTicks = 30;
|
||||||
public readonly int MaxIdleWaitTicks = 110;
|
public readonly int MaxIdleWaitTicks = 110;
|
||||||
public readonly bool SpawnsCorpse = true;
|
public readonly bool SpawnsCorpse = true;
|
||||||
|
public readonly string MoveAnimation = "run";
|
||||||
|
public readonly string AttackAnimation = "shoot";
|
||||||
|
public readonly string DeathAnimationPrefix = "die";
|
||||||
public readonly string[] IdleAnimations = { };
|
public readonly string[] IdleAnimations = { };
|
||||||
public readonly string[] StandAnimations = { "stand" };
|
public readonly string[] StandAnimations = { "stand" };
|
||||||
|
|
||||||
@@ -68,10 +71,8 @@ namespace OpenRA.Mods.RA.Render
|
|||||||
public void Attacking(Actor self, Target target)
|
public void Attacking(Actor self, Target target)
|
||||||
{
|
{
|
||||||
State = AnimationState.Attacking;
|
State = AnimationState.Attacking;
|
||||||
if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, "shoot")))
|
if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, info.AttackAnimation)))
|
||||||
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, "shoot"), () => State = AnimationState.Idle);
|
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, info.AttackAnimation), () => State = AnimationState.Idle);
|
||||||
else if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, "heal")))
|
|
||||||
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, "heal"), () => State = AnimationState.Idle);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
||||||
@@ -91,7 +92,7 @@ namespace OpenRA.Mods.RA.Render
|
|||||||
else if ((State != AnimationState.Moving || dirty) && move.IsMoving)
|
else if ((State != AnimationState.Moving || dirty) && move.IsMoving)
|
||||||
{
|
{
|
||||||
State = AnimationState.Moving;
|
State = AnimationState.Moving;
|
||||||
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, "run"));
|
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.MoveAnimation));
|
||||||
}
|
}
|
||||||
|
|
||||||
dirty = false;
|
dirty = false;
|
||||||
@@ -133,7 +134,7 @@ namespace OpenRA.Mods.RA.Render
|
|||||||
|
|
||||||
if (info.SpawnsCorpse)
|
if (info.SpawnsCorpse)
|
||||||
{
|
{
|
||||||
SpawnCorpse(self, "die" + (e.Warhead.InfDeath));
|
SpawnCorpse(self, info.DeathAnimationPrefix + (e.Warhead.InfDeath));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -107,6 +107,8 @@ MEDIC:
|
|||||||
AttackMedic:
|
AttackMedic:
|
||||||
Cursor: ability
|
Cursor: ability
|
||||||
OutsideRangeCursor: ability
|
OutsideRangeCursor: ability
|
||||||
|
RenderInfantry:
|
||||||
|
AttackAnimation: heal
|
||||||
Passenger:
|
Passenger:
|
||||||
PipType: Blue
|
PipType: Blue
|
||||||
-AutoTarget:
|
-AutoTarget:
|
||||||
|
|||||||
@@ -303,6 +303,7 @@ MEDI:
|
|||||||
-RenderInfantry:
|
-RenderInfantry:
|
||||||
RenderInfantryProne:
|
RenderInfantryProne:
|
||||||
IdleAnimations: idle1,idle2
|
IdleAnimations: idle1,idle2
|
||||||
|
AttackAnimation: heal
|
||||||
|
|
||||||
MECH:
|
MECH:
|
||||||
Inherits: ^Infantry
|
Inherits: ^Infantry
|
||||||
@@ -340,6 +341,7 @@ MECH:
|
|||||||
-RenderInfantry:
|
-RenderInfantry:
|
||||||
RenderInfantryProne:
|
RenderInfantryProne:
|
||||||
IdleAnimations: idle1,idle2
|
IdleAnimations: idle1,idle2
|
||||||
|
AttackAnimation: heal
|
||||||
|
|
||||||
EINSTEIN:
|
EINSTEIN:
|
||||||
Inherits: ^Infantry
|
Inherits: ^Infantry
|
||||||
|
|||||||
@@ -137,6 +137,7 @@ MEDIC:
|
|||||||
-RenderInfantry:
|
-RenderInfantry:
|
||||||
RenderInfantryProne:
|
RenderInfantryProne:
|
||||||
IdleAnimations: idle1,idle2
|
IdleAnimations: idle1,idle2
|
||||||
|
AttackAnimation: heal
|
||||||
SelfHealing:
|
SelfHealing:
|
||||||
Passenger:
|
Passenger:
|
||||||
PipType: Red
|
PipType: Red
|
||||||
|
|||||||
Reference in New Issue
Block a user