Remove some bs from buildings with multiple damage states; cnc civilian structure rubble persists after death.
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@@ -1,44 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using OpenRA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc
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{
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class CriticalBuildingStateInfo : ITraitInfo, ITraitPrerequisite<HealthInfo>
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{
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public readonly int LingerTime = 20;
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public object Create(ActorInitializer init) { return new CriticalBuildingState(init.self, this); }
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}
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class CriticalBuildingState : INotifyDamage
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{
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CriticalBuildingStateInfo info;
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public CriticalBuildingState(Actor self, CriticalBuildingStateInfo info)
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{
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this.info = info;
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self.traits.Get<Health>().RemoveOnDeath = false;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageStateChanged && e.DamageState == DamageState.Dead)
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{
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self.traits.Get<RenderSimple>().anim.PlayRepeating("critical-idle");
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self.World.AddFrameEndTask(
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w => w.Add(
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new DelayedAction(info.LingerTime,
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() => w.Remove(self))));
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}
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}
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}
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}
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48
OpenRA.Mods.Cnc/DeadBuildingState.cs
Normal file
48
OpenRA.Mods.Cnc/DeadBuildingState.cs
Normal file
@@ -0,0 +1,48 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using OpenRA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc
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{
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class DeadBuildingStateInfo : ITraitInfo, ITraitPrerequisite<HealthInfo>, ITraitPrerequisite<RenderSimpleInfo>
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{
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public readonly int LingerTime = 20;
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public readonly bool Zombie = false; // Civilian structures stick around after death
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public object Create(ActorInitializer init) { return new DeadBuildingState(init.self, this); }
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}
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class DeadBuildingState : INotifyDamage
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{
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DeadBuildingStateInfo info;
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RenderSimple rs;
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public DeadBuildingState(Actor self, DeadBuildingStateInfo info)
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{
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this.info = info;
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rs = self.traits.Get<RenderSimple>();
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self.traits.Get<Health>().RemoveOnDeath = !rs.anim.HasSequence("dead");
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageStateChanged && e.DamageState == DamageState.Dead)
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{
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if (!rs.anim.HasSequence("dead")) return;
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rs.anim.PlayRepeating("dead");
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if (!info.Zombie)
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self.World.AddFrameEndTask(
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w => w.Add(
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new DelayedAction(info.LingerTime,
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() => w.Remove(self))));
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}
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}
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}
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}
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -52,7 +52,6 @@
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<Reference Include="System.Drawing" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="CriticalBuildingState.cs" />
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<Compile Include="Effects\IonCannon.cs" />
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<Compile Include="IonCannonPower.cs" />
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<Compile Include="PoisonedByTiberium.cs" />
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@@ -60,6 +59,7 @@
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="TiberiumRefineryDockAction.cs" />
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<Compile Include="MobileAir.cs" />
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<Compile Include="DeadBuildingState.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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