Support multiple death animation variants.
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@@ -42,9 +42,9 @@ namespace OpenRA.Mods.Common.Traits.Render
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public readonly bool CrushedPaletteIsPlayerPalette = false;
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public readonly bool CrushedPaletteIsPlayerPalette = false;
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[FieldLoader.LoadUsing("LoadDeathTypes")]
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[FieldLoader.LoadUsing("LoadDeathTypes")]
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[Desc("Death animation to use for each damage type (defined on the warheads).",
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[Desc("Death animations to use for each damage type (defined on the warheads).",
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"Is only used if UseDeathTypeSuffix is `True`.")]
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"Is only used if UseDeathTypeSuffix is `True`.")]
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public readonly Dictionary<string, string> DeathTypes = new Dictionary<string, string>();
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public readonly Dictionary<string, string[]> DeathTypes = new Dictionary<string, string[]>();
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[Desc("Sequence to use when the actor is killed by some non-standard means (e.g. suicide).")]
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[Desc("Sequence to use when the actor is killed by some non-standard means (e.g. suicide).")]
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[SequenceReference] public readonly string FallbackSequence = null;
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[SequenceReference] public readonly string FallbackSequence = null;
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@@ -54,8 +54,8 @@ namespace OpenRA.Mods.Common.Traits.Render
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var md = yaml.ToDictionary();
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var md = yaml.ToDictionary();
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return md.ContainsKey("DeathTypes")
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return md.ContainsKey("DeathTypes")
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? md["DeathTypes"].ToDictionary(my => FieldLoader.GetValue<string>("(value)", my.Value))
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? md["DeathTypes"].ToDictionary(my => FieldLoader.GetValue<string[]>("(value)", my.Value))
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: new Dictionary<string, string>();
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: new Dictionary<string, string[]>();
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}
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}
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public object Create(ActorInitializer init) { return new WithDeathAnimation(init.Self, this); }
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public object Create(ActorInitializer init) { return new WithDeathAnimation(init.Self, this); }
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@@ -99,7 +99,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (damageType == null)
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if (damageType == null)
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return;
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return;
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sequence += Info.DeathTypes[damageType];
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sequence += Info.DeathTypes[damageType].Random(self.World.SharedRandom);
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}
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}
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SpawnDeathAnimation(self, self.CenterPosition, rs.GetImage(self), sequence, palette);
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SpawnDeathAnimation(self, self.CenterPosition, rs.GetImage(self), sequence, palette);
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