Move Smoke effect, ContrailFader effect, SmudgeLayer and LeaveSmudgeWarhead to Mods.Common

This commit is contained in:
reaperrr
2014-10-04 18:48:07 +02:00
parent b987ab15be
commit c741fcedec
10 changed files with 14 additions and 11 deletions

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
namespace OpenRA.Mods.Common.Effects
{
public class ContrailFader : IEffect
{
WPos pos;
ContrailRenderable trail;
int ticks;
public ContrailFader(WPos pos, ContrailRenderable trail)
{
this.pos = pos;
this.trail = trail;
}
public void Tick(World world)
{
if (ticks++ == trail.Length)
world.AddFrameEndTask(w => w.Remove(this));
trail.Update(pos);
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
yield return trail;
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Effects;
using OpenRA.Graphics;
namespace OpenRA.Mods.Common.Effects
{
public class Smoke : IEffect
{
readonly World world;
readonly WPos pos;
readonly CPos cell;
readonly Animation anim;
public Smoke(World world, WPos pos, string trail)
{
this.world = world;
this.pos = pos;
this.cell = world.Map.CellContaining(pos);
anim = new Animation(world, trail);
anim.PlayThen("idle",
() => world.AddFrameEndTask(w => w.Remove(this)));
}
public void Tick(World world) { anim.Tick(); }
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (world.FogObscures(cell))
return SpriteRenderable.None;
return anim.Render(pos, wr.Palette("effect"));
}
}
}