Lint test the nuke missile sprites.

This commit is contained in:
Matthias Mailänder
2016-02-19 09:37:32 +01:00
parent bc379d2357
commit a7a6815f99
2 changed files with 13 additions and 6 deletions

View File

@@ -25,6 +25,7 @@ namespace OpenRA.Mods.Common.Effects
readonly Animation anim;
readonly WeaponInfo weapon;
readonly string weaponPalette;
readonly string downSequence;
readonly string flashType;
readonly WPos ascendSource;
@@ -37,12 +38,13 @@ namespace OpenRA.Mods.Common.Effects
WPos pos;
int ticks;
public NukeLaunch(Player firedBy, string name, WeaponInfo weapon, string weaponPalette,
public NukeLaunch(Player firedBy, string name, WeaponInfo weapon, string weaponPalette, string upSequence, string downSequence,
WPos launchPos, WPos targetPos, WDist velocity, int delay, bool skipAscent, string flashType)
{
this.firedBy = firedBy;
this.weapon = weapon;
this.weaponPalette = weaponPalette;
this.downSequence = downSequence;
this.delay = delay;
turn = delay / 2;
this.flashType = flashType;
@@ -54,7 +56,7 @@ namespace OpenRA.Mods.Common.Effects
descendTarget = targetPos;
anim = new Animation(firedBy.World, name);
anim.PlayRepeating("up");
anim.PlayRepeating(upSequence);
pos = launchPos;
if (weapon.Report != null && weapon.Report.Any())
@@ -69,7 +71,7 @@ namespace OpenRA.Mods.Common.Effects
anim.Tick();
if (ticks == turn)
anim.PlayRepeating("down");
anim.PlayRepeating(downSequence);
if (ticks <= turn)
pos = WPos.LerpQuadratic(ascendSource, ascendTarget, WAngle.Zero, ticks, turn);

View File

@@ -23,10 +23,15 @@ namespace OpenRA.Mods.Common.Traits
{
[WeaponReference]
[Desc("Weapon to use for the impact.",
"But also image to use for the missile.",
"Requires an 'up' and a 'down' sequence on the image.")]
"Also image to use for the missile.")]
public readonly string MissileWeapon = "";
[Desc("Sprite sequence for the ascending missile.")]
[SequenceReference("MissileWeapon")] public readonly string MissileUp = "up";
[Desc("Sprite sequence for the descending missile.")]
[SequenceReference("MissileWeapon")] public readonly string MissileDown = "down";
[Desc("Offset from the actor the missile spawns on.")]
public readonly WVec SpawnOffset = WVec.Zero;
@@ -95,7 +100,7 @@ namespace OpenRA.Mods.Common.Traits
}
var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, info.MissilePalette,
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, info.MissilePalette, info.MissileUp, info.MissileDown,
self.CenterPosition + body.LocalToWorld(info.SpawnOffset),
targetPosition,
info.FlightVelocity, info.FlightDelay, info.SkipAscent,