Unhardcode the palette the missile weapon of the NukePower uses

This commit is contained in:
abcdefg30
2016-02-14 22:32:53 +01:00
parent 2debda926a
commit b27950b517
2 changed files with 14 additions and 3 deletions

View File

@@ -23,6 +23,7 @@ namespace OpenRA.Mods.Common.Effects
readonly Player firedBy;
readonly Animation anim;
readonly WeaponInfo weapon;
readonly string weaponPalette;
readonly string flashType;
readonly WPos ascendSource;
@@ -35,10 +36,12 @@ namespace OpenRA.Mods.Common.Effects
WPos pos;
int ticks;
public NukeLaunch(Player firedBy, string name, WeaponInfo weapon, WPos launchPos, WPos targetPos, WDist velocity, int delay, bool skipAscent, string flashType)
public NukeLaunch(Player firedBy, string name, WeaponInfo weapon, string weaponPalette,
WPos launchPos, WPos targetPos, WDist velocity, int delay, bool skipAscent, string flashType)
{
this.firedBy = firedBy;
this.weapon = weapon;
this.weaponPalette = weaponPalette;
this.delay = delay;
turn = delay / 2;
this.flashType = flashType;
@@ -91,7 +94,7 @@ namespace OpenRA.Mods.Common.Effects
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
return anim.Render(pos, wr.Palette("effect"));
return anim.Render(pos, wr.Palette(weaponPalette));
}
public float FractionComplete { get { return ticks * 1f / delay; } }