Add AttackCharges trait for TD and TS obelisks.
This commit is contained in:
@@ -799,6 +799,9 @@
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<Compile Include="Traits\World\JumpjetActorLayer.cs" />
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<Compile Include="Traits\World\JumpjetActorLayer.cs" />
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<Compile Include="Traits\World\ElevatedBridgeLayer.cs" />
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<Compile Include="Traits\World\ElevatedBridgeLayer.cs" />
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<Compile Include="Traits\World\ElevatedBridgePlaceholder.cs" />
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<Compile Include="Traits\World\ElevatedBridgePlaceholder.cs" />
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<Compile Include="Traits\Attack\AttackCharges.cs" />
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<Compile Include="Traits\Render\WithChargeAnimation.cs" />
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<Compile Include="Traits\Render\WithChargeOverlay.cs" />
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Target Name="AfterBuild">
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<Target Name="AfterBuild">
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84
OpenRA.Mods.Common/Traits/Attack/AttackCharges.cs
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84
OpenRA.Mods.Common/Traits/Attack/AttackCharges.cs
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@@ -0,0 +1,84 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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 System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Actor must charge up its armaments before firing.")]
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public class AttackChargesInfo : AttackOmniInfo
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{
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[Desc("Amount of charge required to attack.")]
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public readonly int ChargeLevel = 25;
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[Desc("Amount to increase the charge level each tick with a valid target.")]
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public readonly int ChargeRate = 1;
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[Desc("Amount to decrease the charge level each tick without a valid target.")]
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public readonly int DischargeRate = 1;
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[GrantedConditionReference]
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[Desc("The condition to grant to self while the charge level is greater than zero.")]
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public readonly string ChargingCondition = null;
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public override object Create(ActorInitializer init) { return new AttackCharges(init.Self, this); }
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}
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public class AttackCharges : AttackOmni, INotifyCreated, ITick, INotifyAttack, INotifySold
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{
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readonly AttackChargesInfo info;
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ConditionManager conditionManager;
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int chargingToken = ConditionManager.InvalidConditionToken;
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bool charging;
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public int ChargeLevel { get; private set; }
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public AttackCharges(Actor self, AttackChargesInfo info)
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: base(self, info)
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{
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this.info = info;
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}
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void INotifyCreated.Created(Actor self)
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{
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conditionManager = self.TraitOrDefault<ConditionManager>();
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}
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void ITick.Tick(Actor self)
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{
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// Stop charging when we lose our target
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charging &= self.CurrentActivity is SetTarget;
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var delta = charging ? info.ChargeRate : -info.DischargeRate;
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ChargeLevel = (ChargeLevel + delta).Clamp(0, info.ChargeLevel);
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if (ChargeLevel > 0 && conditionManager != null && !string.IsNullOrEmpty(info.ChargingCondition)
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&& chargingToken == ConditionManager.InvalidConditionToken)
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chargingToken = conditionManager.GrantCondition(self, info.ChargingCondition);
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if (ChargeLevel == 0 && conditionManager != null && chargingToken != ConditionManager.InvalidConditionToken)
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chargingToken = conditionManager.RevokeCondition(self, chargingToken);
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}
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protected override bool CanAttack(Actor self, Target target)
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{
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charging = base.CanAttack(self, target) && IsReachableTarget(target, true);
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return ChargeLevel >= info.ChargeLevel && charging;
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}
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { ChargeLevel = 0; }
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void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
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void INotifySold.Selling(Actor self) { ChargeLevel = 0; }
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void INotifySold.Sold(Actor self) { }
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}
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}
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Common.Traits
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return new SetTarget(this, newTarget);
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return new SetTarget(this, newTarget);
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}
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}
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class SetTarget : Activity
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protected class SetTarget : Activity
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{
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{
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readonly Target target;
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readonly Target target;
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readonly AttackOmni attack;
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readonly AttackOmni attack;
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46
OpenRA.Mods.Common/Traits/Render/WithChargeAnimation.cs
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46
OpenRA.Mods.Common/Traits/Render/WithChargeAnimation.cs
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@@ -0,0 +1,46 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Render trait that varies the animation frame based on the AttackCharges trait's charge level.")]
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class WithChargeAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>, Requires<AttackChargesInfo>
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{
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[SequenceReference]
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[Desc("Sequence to use for the charge levels.")]
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public readonly string Sequence = "active";
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public object Create(ActorInitializer init) { return new WithChargeAnimation(init.Self, this); }
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}
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class WithChargeAnimation : INotifyBuildComplete
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{
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readonly WithChargeAnimationInfo info;
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readonly WithSpriteBody wsb;
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readonly AttackCharges attackCharges;
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public WithChargeAnimation(Actor self, WithChargeAnimationInfo info)
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{
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this.info = info;
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wsb = self.Trait<WithSpriteBody>();
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attackCharges = self.Trait<AttackCharges>();
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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var attackChargesInfo = (AttackChargesInfo)attackCharges.Info;
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wsb.DefaultAnimation.PlayFetchIndex(wsb.NormalizeSequence(self, info.Sequence),
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() => int2.Lerp(0, wsb.DefaultAnimation.CurrentSequence.Length, attackCharges.ChargeLevel, attackChargesInfo.ChargeLevel + 1));
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}
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}
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}
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72
OpenRA.Mods.Common/Traits/Render/WithChargeOverlay.cs
Normal file
72
OpenRA.Mods.Common/Traits/Render/WithChargeOverlay.cs
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@@ -0,0 +1,72 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Render overlay that varies the animation frame based on the AttackCharges trait's charge level.")]
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class WithChargeOverlayInfo : ITraitInfo, Requires<WithSpriteBodyInfo>, Requires<RenderSpritesInfo>
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{
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[SequenceReference]
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[Desc("Sequence to use for the charge levels.")]
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public readonly string Sequence = "active";
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[Desc("Custom palette name")]
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[PaletteReference("IsPlayerPalette")] public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public object Create(ActorInitializer init) { return new WithChargeOverlay(init.Self, this); }
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}
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class WithChargeOverlay : INotifyBuildComplete, INotifySold, INotifyDamageStateChanged
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{
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readonly WithChargeOverlayInfo info;
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readonly Animation overlay;
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readonly RenderSprites rs;
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readonly WithSpriteBody wsb;
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bool buildComplete;
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public WithChargeOverlay(Actor self, WithChargeOverlayInfo info)
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{
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this.info = info;
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rs = self.Trait<RenderSprites>();
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wsb = self.Trait<WithSpriteBody>();
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var attackCharges = self.Trait<AttackCharges>();
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var attackChargesInfo = (AttackChargesInfo)attackCharges.Info;
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overlay = new Animation(self.World, rs.GetImage(self));
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overlay.PlayFetchIndex(wsb.NormalizeSequence(self, info.Sequence),
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() => int2.Lerp(0, overlay.CurrentSequence.Length, attackCharges.ChargeLevel, attackChargesInfo.ChargeLevel + 1));
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rs.Add(new AnimationWithOffset(overlay, null, () => !buildComplete, 1024),
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info.Palette, info.IsPlayerPalette);
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, info.Sequence));
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}
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void INotifySold.Selling(Actor self) { buildComplete = false; }
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void INotifySold.Sold(Actor self) { }
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}
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}
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@@ -758,15 +758,17 @@ OBLI:
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Range: 8c0
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Range: 8c0
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Bib:
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Bib:
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HasMinibib: Yes
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HasMinibib: Yes
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WithTeslaChargeAnimation:
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WithChargeAnimation:
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Armament:
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Armament:
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Weapon: Laser
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Weapon: Laser
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LocalOffset: 0,-85,1280
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LocalOffset: 0,-85,1280
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FireDelay: 0
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AttackCharges:
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AttackTesla:
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ChargeLevel: 50
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ChargeAudio: obelpowr.aud
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ChargingCondition: charging
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ReloadDelay: 40
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AmbientSound:
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InitialChargeDelay: 50
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RequiresCondition: charging
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SoundFile: obelpowr.aud
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Interval: 30, 40
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-EmitInfantryOnSell:
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-EmitInfantryOnSell:
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DetectCloaked:
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DetectCloaked:
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Range: 5c0
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Range: 5c0
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@@ -80,7 +80,7 @@ Napalm:
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Explosions: med_napalm
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Explosions: med_napalm
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Laser:
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Laser:
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ReloadDelay: 1
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ReloadDelay: 40
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Range: 7c512
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Range: 7c512
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Report: obelray1.aud
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Report: obelray1.aud
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Projectile: LaserZap
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Projectile: LaserZap
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@@ -108,11 +108,14 @@ NAOBEL:
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Armament:
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Armament:
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Weapon: ObeliskLaserFire
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Weapon: ObeliskLaserFire
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LocalOffset: 1400,210,800
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LocalOffset: 1400,210,800
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AttackTesla:
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AttackCharges:
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ChargeAudio: obelpowr.aud
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ChargeLevel: 65
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InitialChargeDelay: 65
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ChargingCondition: charging
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WithTeslaChargeOverlay:
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AmbientSound:
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Sequence: active
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RequiresCondition: charging
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SoundFile: obelpowr.aud
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Interval: 30, 40
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WithChargeOverlay:
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Palette: player
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Palette: player
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IsPlayerPalette: true
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IsPlayerPalette: true
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WithIdleOverlay@LIGHTS:
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WithIdleOverlay@LIGHTS:
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@@ -180,7 +180,7 @@ Proton:
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ObeliskLaserFire:
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ObeliskLaserFire:
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Inherits: ^Laser
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Inherits: ^Laser
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ReloadDelay: 1
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ReloadDelay: 120
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Range: 10c512
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Range: 10c512
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Report: obelray1.aud
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Report: obelray1.aud
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Warhead@1Dam: SpreadDamage
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Warhead@1Dam: SpreadDamage
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