De-hardcoded LaserZap animation sequence
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@@ -26,8 +26,10 @@ namespace OpenRA.Mods.Common.Effects
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public readonly bool UsePlayerColor = false;
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public readonly bool UsePlayerColor = false;
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[Desc("Laser color in (A,)R,G,B.")]
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[Desc("Laser color in (A,)R,G,B.")]
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public readonly Color Color = Color.Red;
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public readonly Color Color = Color.Red;
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[Desc("Impact animation. Requires a regular animation with idle: sequence instead of explosion special case.")]
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[Desc("Impact animation.")]
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public readonly string HitAnim = null;
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public readonly string HitAnim = null;
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[Desc("Sequence of impact animation to use.")]
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public readonly string HitAnimSequence = "idle";
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public readonly string HitAnimPalette = "effect";
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public readonly string HitAnimPalette = "effect";
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public IEffect Create(ProjectileArgs args)
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public IEffect Create(ProjectileArgs args)
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@@ -68,7 +70,7 @@ namespace OpenRA.Mods.Common.Effects
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if (!doneDamage)
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if (!doneDamage)
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{
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{
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if (hitanim != null)
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if (hitanim != null)
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hitanim.PlayThen("idle", () => animationComplete = true);
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hitanim.PlayThen(info.HitAnimSequence, () => animationComplete = true);
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args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);
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args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);
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doneDamage = true;
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doneDamage = true;
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