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

@@ -431,6 +431,7 @@
<Compile Include="Traits\Render\WithChargeAnimation.cs" />
<Compile Include="Traits\Render\WithChargeOverlay.cs" />
<Compile Include="Traits\Render\WithCrateBody.cs" />
<Compile Include="Traits\Render\WithDamageOverlay.cs" />
<Compile Include="Traits\Render\WithDeathAnimation.cs" />
<Compile Include="Traits\Render\WithDecoration.cs" />
<Compile Include="Traits\Render\WithDockingAnimation.cs" />
@@ -447,7 +448,6 @@
<Compile Include="Traits\Render\WithResources.cs" />
<Compile Include="Traits\Render\WithSpriteRotorOverlay.cs" />
<Compile Include="Traits\Render\WithShadow.cs" />
<Compile Include="Traits\Render\WithSmoke.cs" />
<Compile Include="Traits\Render\WithSpriteBody.cs" />
<Compile Include="Traits\Render\WithSpriteTurret.cs" />
<Compile Include="Traits\Render\WithFacingSpriteBody.cs" />

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));
}

View File

@@ -788,6 +788,22 @@ namespace OpenRA.Mods.Common.UtilityCommands
n.Key = "DetonationDelay";
}
// WithSmoke was refactored to become more generic and Sequence/Image notation has been unified.
if (engineVersion < 20160528)
{
if (depth == 1 && node.Key.StartsWith("WithSmoke"))
{
var s = node.Value.Nodes.FirstOrDefault(n => n.Key == "Sequence");
if (s != null)
s.Key = "Image";
var parts = node.Key.Split('@');
node.Key = "WithDamageOverlay";
if (parts.Length > 1)
node.Key += "@" + parts[1];
}
}
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}

View File

@@ -79,7 +79,7 @@
HiddenUnderFog:
AttackMove:
DrawLineToTarget:
WithSmoke:
WithDamageOverlay:
WithFacingSpriteBody:
Explodes:
Weapon: UnitExplodeSmall
@@ -446,7 +446,7 @@
ActorLostNotification:
AttackMove:
DrawLineToTarget:
WithSmoke:
WithDamageOverlay:
Explodes:
Weapon: UnitExplodeShip
EmptyWeapon: UnitExplodeShip
@@ -636,19 +636,19 @@
Type: Wood
Targetable:
TargetTypes: Trees
WithSmoke@SmallBurn:
WithDamageOverlay@SmallBurn:
DamageType: Incendiary
Sequence: burn-s
Image: burn-s
MinimumDamageState: Light
MaximumDamageState: Medium
WithSmoke@MediumBurn:
WithDamageOverlay@MediumBurn:
DamageType: Incendiary
Sequence: burn-m
Image: burn-m
MinimumDamageState: Medium
MaximumDamageState: Heavy
WithSmoke@LargeBurn:
WithDamageOverlay@LargeBurn:
DamageType: Incendiary
Sequence: burn-l
Image: burn-l
MinimumDamageState: Heavy
MaximumDamageState: Dead
AutoTargetIgnore:

View File

@@ -99,7 +99,7 @@
GivesBounty:
GpsDot:
String: Vehicle
WithSmoke:
WithDamageOverlay:
Guard:
Guardable:
Tooltip:
@@ -325,7 +325,7 @@
RepairableNear:
GpsDot:
String: Ship
WithSmoke:
WithDamageOverlay:
Explodes:
Weapon: UnitExplodeShip
EmptyWeapon: UnitExplodeShip