Add fade in/out effects to RA and TS.

The palette effect interacts badly with the multiplicative blending in D2K.
This commit is contained in:
Paul Chote
2014-05-18 18:09:31 +12:00
parent b3313be217
commit cfdbc06a31
4 changed files with 30 additions and 28 deletions

View File

@@ -16,12 +16,13 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Fades the world from/to black at the start/end of the game, and can (optionally) desaturate the world")]
public class MenuPaletteEffectInfo : ITraitInfo
{
[Desc("Time (in ticks) to fade between states")]
public readonly int FadeLength = 10;
[Desc("Effect style to fade into")]
[Desc("Effect style to fade to. Accepts values of None or Desaturated")]
public readonly MenuPaletteEffect.EffectType Effect = MenuPaletteEffect.EffectType.None;
public object Create(ActorInitializer init) { return new MenuPaletteEffect(this); }

View File

@@ -19,11 +19,29 @@ namespace OpenRA.Mods.RA.Widgets.Logic
[ObjectCreator.UseCtor]
public IngameMenuLogic(Widget widget, World world, Action onExit, WorldRenderer worldRenderer)
{
var resumeDisabled = false;
var mpe = world.WorldActor.TraitOrDefault<MenuPaletteEffect>();
Action onQuit = () =>
{
onExit();
LeaveGame(world);
Sound.PlayNotification(world.Map.Rules, null, "Speech", "Leave", world.LocalPlayer == null ? null : world.LocalPlayer.Country.Race);
resumeDisabled = true;
var exitDelay = 1200;
if (mpe != null)
{
Game.RunAfterDelay(exitDelay, () => mpe.Fade(MenuPaletteEffect.EffectType.Black));
exitDelay += 40 * mpe.Info.FadeLength;
}
Game.RunAfterDelay(exitDelay, () =>
{
Game.Disconnect();
Ui.ResetAll();
Game.LoadShellMap();
});
};
Action onSurrender = () =>
{
world.IssueOrder(new Order("Surrender", world.LocalPlayer.PlayerActor, false));
@@ -31,23 +49,9 @@ namespace OpenRA.Mods.RA.Widgets.Logic
};
widget.Get<ButtonWidget>("DISCONNECT").OnClick = () =>
{
bool gameOver = world.LocalPlayer != null && world.LocalPlayer.WinState != WinState.Undefined;
if (gameOver)
{
onQuit();
}
else
{
widget.Visible = false;
ConfirmationDialogs.PromptConfirmAction(
"Abort Mission",
"Leave this game and return to the menu?",
onQuit,
() => widget.Visible = true,
"Abort");
}
ConfirmationDialogs.PromptConfirmAction("Abort Mission", "Leave this game and return to the menu?", onQuit, () => widget.Visible = true);
};
widget.Get<ButtonWidget>("SETTINGS").OnClick = () =>
@@ -65,7 +69,10 @@ namespace OpenRA.Mods.RA.Widgets.Logic
widget.Visible = false;
Ui.OpenWindow("MUSIC_PANEL", new WidgetArgs { { "onExit", () => { widget.Visible = true; } } });
};
widget.Get<ButtonWidget>("RESUME").OnClick = () => onExit();
var resumeButton = widget.Get<ButtonWidget>("RESUME");
resumeButton.OnClick = () => onExit();
resumeButton.IsDisabled = () => resumeDisabled;
widget.Get<ButtonWidget>("SURRENDER").OnClick = () =>
{
@@ -79,13 +86,5 @@ namespace OpenRA.Mods.RA.Widgets.Logic
};
widget.Get("SURRENDER").IsVisible = () => world.LocalPlayer != null && world.LocalPlayer.WinState == WinState.Undefined;
}
void LeaveGame(World world)
{
Sound.PlayNotification(world.Map.Rules, null, "Speech", "Leave", world.LocalPlayer == null ? null : world.LocalPlayer.Country.Race);
Game.Disconnect();
Ui.CloseWindow();
Game.LoadShellMap();
}
}
}

View File

@@ -8,6 +8,7 @@ World:
LoadWidgetAtGameStart:
Widget: INGAME_ROOT
ScreenShaker:
MenuPaletteEffect:
WaterPaletteRotation:
ExcludePalettes: player, effect
ChronoshiftPaletteEffect:

View File

@@ -7,6 +7,7 @@ World:
ActorMap:
LoadWidgetAtGameStart:
Widget: INGAME_ROOT
MenuPaletteEffect:
BuildingInfluence:
ChooseBuildTabOnSelect:
PaletteFromFile@player: