#87 CNC buildings should show Critical anim while dying

This commit is contained in:
Chris Forbes
2010-04-05 12:41:16 +12:00
parent ed33684cd5
commit c14654fc6c
5 changed files with 42 additions and 2 deletions

View File

@@ -0,0 +1,38 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRA.Traits;
using OpenRA.Effects;
namespace OpenRA.Mods.Cnc
{
class CriticalBuildingStateInfo : ITraitInfo
{
public readonly int LingerTime = 20;
public object Create(Actor self) { return new CriticalBuildingState(self, this); }
}
class CriticalBuildingState : INotifyDamage
{
CriticalBuildingStateInfo info;
public CriticalBuildingState(Actor self, CriticalBuildingStateInfo info)
{
this.info = info;
self.RemoveOnDeath = false;
}
public void Damaged(Actor self, AttackInfo e)
{
if (e.DamageStateChanged && e.DamageState == DamageState.Dead)
{
self.traits.Get<RenderSimple>().anim.PlayRepeating("critical-idle");
self.World.AddFrameEndTask(
w => w.Add(
new DelayedAction(info.LingerTime,
() => w.Remove(self))));
}
}
}
}

View File

@@ -45,6 +45,7 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="CriticalBuildingState.cs" />
<Compile Include="Effects\IonCannon.cs" />
<Compile Include="IonCannonPower.cs" />
<Compile Include="ProductionAirdrop.cs" />