Add ability to send a radar ping with lua.
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committed by
Paul Chote
parent
b86355cda6
commit
9c61217bc6
@@ -238,6 +238,7 @@
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<Compile Include="Scripting\Global\MapGlobal.cs" />
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<Compile Include="Scripting\Global\MediaGlobal.cs" />
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<Compile Include="Scripting\Global\PlayerGlobal.cs" />
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<Compile Include="Scripting\Global\RadarGlobal.cs" />
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<Compile Include="Scripting\Global\ReinforcementsGlobal.cs" />
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<Compile Include="Scripting\Global\TriggerGlobal.cs" />
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<Compile Include="Scripting\Global\UserInterfaceGlobal.cs" />
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41
OpenRA.Mods.Common/Scripting/Global/RadarGlobal.cs
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41
OpenRA.Mods.Common/Scripting/Global/RadarGlobal.cs
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@@ -0,0 +1,41 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptGlobal("Radar")]
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public class RadarGlobal : ScriptGlobal
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{
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readonly RadarPings radarPings;
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public RadarGlobal(ScriptContext context) : base(context)
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{
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radarPings = context.World.WorldActor.TraitOrDefault<RadarPings>();
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}
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[Desc("Creates a new radar ping that stays for the specified time at the specified WPos.")]
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public void Ping(Player player, WPos position, HSLColor color, int duration = 30 * 25)
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{
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if (radarPings != null)
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{
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radarPings.Add(
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() => player.World.RenderPlayer == player,
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position,
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color.RGB,
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duration);
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}
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}
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}
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}
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