Remove some bs from buildings with multiple damage states; cnc civilian structure rubble persists after death.

This commit is contained in:
Paul Chote
2010-07-31 01:08:22 +12:00
parent 62c2c3a1c6
commit 9b051a6624
11 changed files with 127 additions and 143 deletions

View File

@@ -0,0 +1,48 @@
#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* 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
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc
{
class DeadBuildingStateInfo : ITraitInfo, ITraitPrerequisite<HealthInfo>, ITraitPrerequisite<RenderSimpleInfo>
{
public readonly int LingerTime = 20;
public readonly bool Zombie = false; // Civilian structures stick around after death
public object Create(ActorInitializer init) { return new DeadBuildingState(init.self, this); }
}
class DeadBuildingState : INotifyDamage
{
DeadBuildingStateInfo info;
RenderSimple rs;
public DeadBuildingState(Actor self, DeadBuildingStateInfo info)
{
this.info = info;
rs = self.traits.Get<RenderSimple>();
self.traits.Get<Health>().RemoveOnDeath = !rs.anim.HasSequence("dead");
}
public void Damaged(Actor self, AttackInfo e)
{
if (e.DamageStateChanged && e.DamageState == DamageState.Dead)
{
if (!rs.anim.HasSequence("dead")) return;
rs.anim.PlayRepeating("dead");
if (!info.Zombie)
self.World.AddFrameEndTask(
w => w.Add(
new DelayedAction(info.LingerTime,
() => w.Remove(self))));
}
}
}
}