add missing sequence references and add spaces for readability
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@@ -31,8 +31,8 @@ namespace OpenRA.Mods.Common.Effects
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[Desc("Image to display.")]
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public readonly string Image = null;
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[Desc("Loop this sequence of Image while this projectile is moving."), SequenceReference("Image")]
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public readonly string Sequence = "idle";
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[Desc("Loop this sequence of Image while this projectile is moving.")]
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[SequenceReference("Image")] public readonly string Sequence = "idle";
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[Desc("The palette used to draw this projectile.")]
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public readonly string Palette = "effect";
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@@ -19,13 +19,19 @@ namespace OpenRA.Mods.Common.Effects
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public class GravityBombInfo : IProjectileInfo
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{
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public readonly string Image = null;
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[Desc("Sequence to loop while falling.")]
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public readonly string Sequence = "idle";
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[SequenceReference("Image")] public readonly string Sequence = "idle";
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[Desc("Sequence to play when launched. Skipped if null or empty.")]
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public readonly string OpenSequence = null;
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[SequenceReference("Image")] public readonly string OpenSequence = null;
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public readonly string Palette = "effect";
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public readonly bool Shadow = false;
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public readonly WDist Velocity = WDist.Zero;
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[Desc("Value added to velocity every tick.")]
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public readonly WDist Acceleration = new WDist(15);
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@@ -22,14 +22,20 @@ namespace OpenRA.Mods.Common.Effects
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class LaserZapInfo : IProjectileInfo
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{
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public readonly int BeamWidth = 2;
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public readonly int BeamDuration = 10;
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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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public readonly Color Color = Color.Red;
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[Desc("Impact animation.")]
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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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[SequenceReference("HitAnim")] public readonly string HitAnimSequence = "idle";
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public readonly string HitAnimPalette = "effect";
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public IEffect Create(ProjectileArgs args)
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@@ -24,38 +24,54 @@ namespace OpenRA.Mods.Common.Effects
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{
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public readonly string Image = null;
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[SequenceReference("Image")] public readonly string Sequence = "idle";
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public readonly string Palette = "effect";
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public readonly bool Shadow = false;
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[Desc("Projectile speed in WDist / tick")]
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public readonly WDist Speed = new WDist(8);
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[Desc("Maximum vertical pitch when changing altitude.")]
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public readonly WAngle MaximumPitch = WAngle.FromDegrees(30);
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[Desc("How many ticks before this missile is armed and can explode.")]
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public readonly int Arm = 0;
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[Desc("Is the missile blocked by actors with BlocksProjectiles: trait.")]
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public readonly bool Blockable = true;
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[Desc("Maximum offset at the maximum range")]
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public readonly WDist Inaccuracy = WDist.Zero;
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[Desc("Probability of locking onto and following target.")]
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public readonly int LockOnProbability = 100;
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[Desc("In n/256 per tick.")]
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public readonly int RateOfTurn = 5;
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[Desc("Explode when following the target longer than this many ticks.")]
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public readonly int RangeLimit = 0;
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[Desc("Trail animation.")]
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public readonly string Trail = null;
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[Desc("Interval in ticks between each spawned Trail animation.")]
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public readonly int TrailInterval = 2;
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public readonly string TrailPalette = "effect";
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public readonly bool TrailUsePlayerPalette = false;
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public readonly int ContrailLength = 0;
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public readonly Color ContrailColor = Color.White;
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public readonly bool ContrailUsePlayerColor = false;
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public readonly int ContrailDelay = 1;
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[Desc("Should missile targeting be thrown off by nearby actors with JamsMissiles.")]
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public readonly bool Jammable = true;
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[Desc("Explodes when leaving the following terrain type, e.g., Water for torpedoes.")]
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public readonly string BoundToTerrainType = "";
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[Desc("Explodes when inside this proximity radius to target.",
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"Note: If this value is lower than the missile speed, this check might",
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"not trigger fast enough, causing the missile to fly past the target.")]
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