Rename WithSmoke into a more generic WithDamageOverlay trait.

Rename Sequence parameter to Image to avoid confusion.
This commit is contained in:
Matthias Mailänder
2016-04-24 19:48:41 +02:00
parent 2567d59af4
commit 99c7989ebc
5 changed files with 37 additions and 21 deletions

View File

@@ -17,13 +17,13 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Renders an overlay when the actor is taking heavy damage.")]
public class WithSmokeInfo : ITraitInfo, Requires<RenderSpritesInfo> // TODO: rename to WithDamageOverlay
public class WithDamageOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
public readonly string Sequence = "smoke_m"; // TODO: rename to image
public readonly string Image = "smoke_m";
[SequenceReference("Sequence")] public readonly string IdleSequence = "idle";
[SequenceReference("Sequence")] public readonly string LoopSequence = "loop";
[SequenceReference("Sequence")] public readonly string EndSequence = "end";
[SequenceReference("Image")] public readonly string IdleSequence = "idle";
[SequenceReference("Image")] public readonly string LoopSequence = "loop";
[SequenceReference("Image")] public readonly string EndSequence = "end";
[Desc("Damage types that this should be used for (defined on the warheads).",
"Leave empty to disable all filtering.")]
@@ -33,23 +33,23 @@ namespace OpenRA.Mods.Common.Traits.Render
public readonly DamageState MinimumDamageState = DamageState.Heavy;
public readonly DamageState MaximumDamageState = DamageState.Dead;
public object Create(ActorInitializer init) { return new WithSmoke(init.Self, this); }
public object Create(ActorInitializer init) { return new WithDamageOverlay(init.Self, this); }
}
public class WithSmoke : INotifyDamage
public class WithDamageOverlay : INotifyDamage
{
readonly WithSmokeInfo info;
readonly WithDamageOverlayInfo info;
readonly Animation anim;
bool isSmoking;
public WithSmoke(Actor self, WithSmokeInfo info)
public WithDamageOverlay(Actor self, WithDamageOverlayInfo info)
{
this.info = info;
var rs = self.Trait<RenderSprites>();
anim = new Animation(self.World, info.Sequence);
anim = new Animation(self.World, info.Image);
rs.Add(new AnimationWithOffset(anim, null, () => !isSmoking));
}