Unhardcode Explosion "Image"
Add ExplosionCollection property to CreateEffectWarhead
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@@ -20,15 +20,15 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("If we land on invalid terrain for my actor type should we be killed?")]
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public readonly bool KilledOnImpassableTerrain = true;
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[Desc("Group where Ground/WaterCorpseSequence is looked up.")]
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public readonly string CorpseSequenceCollection = "explosion";
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[Desc("Image where Ground/WaterCorpseSequence is looked up.")]
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public readonly string Image = "explosion";
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public readonly string GroundImpactSound = null;
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[SequenceReference("CorpseSequenceCollection")] public readonly string GroundCorpseSequence = "corpse";
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[SequenceReference("Image")] public readonly string GroundCorpseSequence = "corpse";
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[PaletteReference] public readonly string GroundCorpsePalette = "effect";
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public readonly string WaterImpactSound = null;
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[SequenceReference("CorpseSequenceCollection")] public readonly string WaterCorpseSequence = null;
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[SequenceReference("Image")] public readonly string WaterCorpseSequence = null;
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[PaletteReference] public readonly string WaterCorpsePalette = "effect";
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public readonly int FallRate = 13;
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@@ -70,7 +70,7 @@ namespace OpenRA.Mods.Common.Traits
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var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
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var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
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if (sequence != null && palette != null)
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self.World.AddFrameEndTask(w => w.Add(new Explosion(w, self.OccupiesSpace.CenterPosition, sequence, palette)));
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self.World.AddFrameEndTask(w => w.Add(new Explosion(w, self.OccupiesSpace.CenterPosition, info.Image, sequence, palette)));
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self.Kill(self);
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}
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