hack in rank overlay; fix last rank; add an extra (elite) rank

This commit is contained in:
Chris Forbes
2010-05-27 21:40:45 +12:00
parent a399e0b682
commit a259a0aca0
3 changed files with 27 additions and 6 deletions

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@@ -23,23 +23,25 @@ using System.Linq;
using OpenRA.GameRules; using OpenRA.GameRules;
using OpenRA.Mods.RA.Effects; using OpenRA.Mods.RA.Effects;
using OpenRA.Traits; using OpenRA.Traits;
using OpenRA.Graphics;
namespace OpenRA.Mods.RA namespace OpenRA.Mods.RA
{ {
public class GainsExperienceInfo : ITraitInfo, ITraitPrerequisite<ValuedInfo> public class GainsExperienceInfo : ITraitInfo, ITraitPrerequisite<ValuedInfo>
{ {
public readonly float[] CostThreshold = { 2, 4, 8 }; public readonly float[] CostThreshold = { 2, 4, 8, 16 };
public readonly float[] FirepowerModifier = { 1.2f, 1.5f, 2 }; public readonly float[] FirepowerModifier = { 1.1f, 1.2f, 1.3f, 2f };
public readonly float[] ArmorModifier = { 1.2f, 1.5f, 2 }; public readonly float[] ArmorModifier = { 1.1f, 1.2f, 1.3f, 2f };
public readonly float[] SpeedModifier = { 1.2f, 1.5f, 2 }; public readonly float[] SpeedModifier = { 1.1f, 1.2f, 1.3f, 2f };
public object Create(Actor self) { return new GainsExperience(self, this); } public object Create(Actor self) { return new GainsExperience(self, this); }
} }
public class GainsExperience : IFirepowerModifier, ISpeedModifier, IDamageModifier public class GainsExperience : IFirepowerModifier, ISpeedModifier, IDamageModifier, IRenderModifier
{ {
readonly Actor self; readonly Actor self;
readonly int[] Levels; readonly int[] Levels;
readonly GainsExperienceInfo Info; readonly GainsExperienceInfo Info;
readonly Animation RankAnim;
public GainsExperience(Actor self, GainsExperienceInfo info) public GainsExperience(Actor self, GainsExperienceInfo info)
{ {
@@ -47,6 +49,8 @@ namespace OpenRA.Mods.RA
this.Info = info; this.Info = info;
var cost = self.Info.Traits.Get<ValuedInfo>().Cost; var cost = self.Info.Traits.Get<ValuedInfo>().Cost;
Levels = Info.CostThreshold.Select(t => (int)(t * cost)).ToArray(); Levels = Info.CostThreshold.Select(t => (int)(t * cost)).ToArray();
RankAnim = new Animation("rank");
RankAnim.PlayFetchIndex("rank", () => Level - 1);
} }
[Sync] [Sync]
@@ -58,7 +62,7 @@ namespace OpenRA.Mods.RA
{ {
Experience += amount; Experience += amount;
while (Level < Levels.Count() - 1 && Experience >= Levels[Level]) while (Level < Levels.Count() && Experience >= Levels[Level])
{ {
Level++; Level++;
@@ -83,5 +87,19 @@ namespace OpenRA.Mods.RA
{ {
return Level > 0 ? Info.SpeedModifier[Level - 1] : 1; return Level > 0 ? Info.SpeedModifier[Level - 1] : 1;
} }
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> rs)
{
foreach (var r in rs)
yield return r;
if (self.Owner == Game.world.LocalPlayer && Level > 0)
{
RankAnim.Tick(); // hack
var bounds = self.GetBounds(true);
yield return new Renderable(RankAnim.Image,
new float2(bounds.Right - 6, bounds.Bottom - 8), "effect");
}
}
} }
} }

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mods/ra/rank.shp Normal file

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@@ -931,4 +931,7 @@
<sequence name="3" start="0" length="15" src="fire3" /> <sequence name="3" start="0" length="15" src="fire3" />
<sequence name="4" start="0" length="15" src="fire4" /> <sequence name="4" start="0" length="15" src="fire4" />
</unit> </unit>
<unit name="rank">
<sequence name="rank" start="0" length="4" />
</unit>
</sequences> </sequences>