Rename UpgradeOnDamage to UpgradeOnDamageState
The trait works for 'Undamaged' as well and no longer requires a damage state change to trigger either, so this trait name is more accurate.
This commit is contained in:
@@ -507,7 +507,7 @@
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<Compile Include="Traits\Upgrades\DisableOnUpgrade.cs" />
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<Compile Include="Traits\Upgrades\DisableOnUpgrade.cs" />
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<Compile Include="Traits\Upgrades\UpgradableTrait.cs" />
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<Compile Include="Traits\Upgrades\UpgradableTrait.cs" />
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<Compile Include="Traits\Upgrades\UpgradeActorsNear.cs" />
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<Compile Include="Traits\Upgrades\UpgradeActorsNear.cs" />
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<Compile Include="Traits\Upgrades\UpgradeOnDamage.cs" />
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<Compile Include="Traits\Upgrades\UpgradeOnDamageState.cs" />
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<Compile Include="Traits\Upgrades\UpgradeOnTerrain.cs" />
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<Compile Include="Traits\Upgrades\UpgradeOnTerrain.cs" />
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<Compile Include="Traits\Upgrades\UpgradeManager.cs" />
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<Compile Include="Traits\Upgrades\UpgradeManager.cs" />
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<Compile Include="Traits\Valued.cs" />
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<Compile Include="Traits\Valued.cs" />
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@@ -14,7 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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namespace OpenRA.Mods.Common.Traits
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{
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{
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[Desc("Applies an upgrade to the actor at specified damage states.")]
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[Desc("Applies an upgrade to the actor at specified damage states.")]
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public class UpgradeOnDamageInfo : ITraitInfo, Requires<UpgradeManagerInfo>, Requires<HealthInfo>
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public class UpgradeOnDamageStateInfo : ITraitInfo, Requires<UpgradeManagerInfo>, Requires<HealthInfo>
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{
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{
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[UpgradeGrantedReference, FieldLoader.Require]
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[UpgradeGrantedReference, FieldLoader.Require]
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[Desc("The upgrades to grant.")]
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[Desc("The upgrades to grant.")]
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@@ -32,17 +32,17 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Are upgrades irrevocable once the conditions have been met?")]
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[Desc("Are upgrades irrevocable once the conditions have been met?")]
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public readonly bool GrantPermanently = false;
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public readonly bool GrantPermanently = false;
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public object Create(ActorInitializer init) { return new UpgradeOnDamage(init.Self, this); }
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public object Create(ActorInitializer init) { return new UpgradeOnDamageState(init.Self, this); }
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}
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}
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public class UpgradeOnDamage : INotifyDamageStateChanged, INotifyCreated
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public class UpgradeOnDamageState : INotifyDamageStateChanged, INotifyCreated
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{
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{
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readonly UpgradeOnDamageInfo info;
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readonly UpgradeOnDamageStateInfo info;
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readonly UpgradeManager um;
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readonly UpgradeManager um;
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readonly Health health;
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readonly Health health;
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bool granted;
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bool granted;
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public UpgradeOnDamage(Actor self, UpgradeOnDamageInfo info)
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public UpgradeOnDamageState(Actor self, UpgradeOnDamageStateInfo info)
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{
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{
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this.info = info;
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this.info = info;
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um = self.Trait<UpgradeManager>();
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um = self.Trait<UpgradeManager>();
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@@ -397,7 +397,7 @@
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WithInfantryBody:
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WithInfantryBody:
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AttackSequence: attack
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AttackSequence: attack
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IdleSequences: idle1,idle2
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IdleSequences: idle1,idle2
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UpgradeOnDamage@CRITICAL:
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UpgradeOnDamageState@CRITICAL:
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Upgrades: criticalspeed
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Upgrades: criticalspeed
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ValidDamageStates: Critical
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ValidDamageStates: Critical
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GrantPermanently: true
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GrantPermanently: true
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@@ -476,10 +476,10 @@
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Weapons: SmallDebris
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Weapons: SmallDebris
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Pieces: 3, 7
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Pieces: 3, 7
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Range: 2c0, 5c0
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Range: 2c0, 5c0
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UpgradeOnDamage@DAMAGED:
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UpgradeOnDamageState@DAMAGED:
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Upgrades: damagedspeed
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Upgrades: damagedspeed
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ValidDamageStates: Heavy
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ValidDamageStates: Heavy
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UpgradeOnDamage@CRITICAL:
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UpgradeOnDamageState@CRITICAL:
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Upgrades: criticalspeed
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Upgrades: criticalspeed
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ValidDamageStates: Critical
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ValidDamageStates: Critical
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SpeedMultiplier@DAMAGED:
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SpeedMultiplier@DAMAGED:
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