Add missing target lines.
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@@ -124,7 +124,7 @@ namespace OpenRA.Mods.Common.Activities
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return true;
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}
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QueueChild(new Fly(self, Target.FromActor(dest)));
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QueueChild(new Fly(self, Target.FromActor(dest), targetLineColor: Color.Green));
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return true;
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}
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@@ -10,8 +10,10 @@
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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@@ -93,12 +95,21 @@ namespace OpenRA.Mods.Common.Activities
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if (!aircraft.Info.VTOL && assignTargetOnFirstRun)
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return true;
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QueueChild(new AttackMoveActivity(self, () => move.MoveToTarget(self, target)));
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QueueChild(new AttackMoveActivity(self, () => move.MoveToTarget(self, target, targetLineColor: Color.OrangeRed)));
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moveToRallyPoint = false;
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return false;
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}
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return true;
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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if (ChildActivity == null && moveToRallyPoint)
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yield return new TargetLineNode(target, Color.OrangeRed);
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else
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foreach (var n in ChildActivity.TargetLineNodes(self))
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yield return n;
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}
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}
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}
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@@ -1059,6 +1059,7 @@ namespace OpenRA.Mods.Common.Traits
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// Aircraft with TakeOffOnResupply would immediately take off again, so there's no point in forcing them to land
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// on a resupplier. For aircraft without it, it makes more sense to land than to idle above a free resupplier.
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self.QueueActivity(order.Queued, new ReturnToBase(self, null, !Info.TakeOffOnResupply));
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self.ShowTargetLines();
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}
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else if (orderString == "Scatter")
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Nudge(self);
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@@ -88,7 +88,7 @@ namespace OpenRA.Mods.Common.Traits
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newUnit.QueueActivity(new Wait(exitinfo.ExitDelay, false));
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newUnit.QueueActivity(move.MoveIntoWorld(newUnit, exit));
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newUnit.QueueActivity(new AttackMoveActivity(newUnit, () => move.MoveTo(exitLocation, 1)));
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newUnit.QueueActivity(new AttackMoveActivity(newUnit, () => move.MoveTo(exitLocation, 1, targetLineColor: Color.OrangeRed)));
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}
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}
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@@ -143,7 +143,7 @@ namespace OpenRA.Mods.Common.Traits
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newUnit.QueueActivity(new Wait(exitinfo.ExitDelay, false));
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newUnit.QueueActivity(move.MoveIntoWorld(newUnit, exit));
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newUnit.QueueActivity(new AttackMoveActivity(newUnit, () => move.MoveTo(exitLocation, 1)));
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newUnit.QueueActivity(new AttackMoveActivity(newUnit, () => move.MoveTo(exitLocation, 1, targetLineColor: Color.OrangeRed)));
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}
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}
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