Refactor Traits.fake into a Tags interface for primary production structures +mods

This commit is contained in:
Paul
2009-12-19 19:08:15 -08:00
parent 301873f88e
commit 975624d2f9
5 changed files with 54 additions and 26 deletions

View File

@@ -6,7 +6,10 @@ using System.Drawing;
namespace OpenRa.Game.Traits
{
enum DamageState { Normal, Half, Dead };
// depends on the order of pips in WorldRenderer.cs!
enum PipType { Transparent, Green, Yellow, Red, Gray };
enum TagType { None, Fake, Primary };
interface ITick { void Tick(Actor self); }
interface IRender { IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self); }
@@ -25,4 +28,5 @@ namespace OpenRa.Game.Traits
interface IDamageModifier { float GetDamageModifier(); }
interface ISpeedModifier { float GetSpeedModifier(); }
interface IPips { IEnumerable<PipType> GetPips(); }
interface ITags { IEnumerable<TagType> GetTags(); }
}