Merge pull request #12068 from reaperrr/laser-features1
Add several features to LaserZap
This commit is contained in:
@@ -16,6 +16,7 @@ using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Projectiles
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@@ -32,13 +33,42 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
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public readonly int ZOffset = 0;
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public readonly int BeamDuration = 10;
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public readonly int Duration = 10;
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public readonly bool UsePlayerColor = false;
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[Desc("Laser color.")]
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[Desc("Color of the beam.")]
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public readonly Color Color = Color.Red;
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[Desc("Beam follows the target.")]
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public readonly bool TracksTarget = 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("Extra search radius beyond beam width. Required to ensure affecting actors with large health radius.")]
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public readonly WDist TargetExtraSearchRadius = new WDist(1536);
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[Desc("Beam can be blocked.")]
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public readonly bool Blockable = false;
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[Desc("Draw a second beam (for 'glow' effect).")]
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public readonly bool SecondaryBeam = false;
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[Desc("The width of the zap.")]
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public readonly WDist SecondaryBeamWidth = new WDist(86);
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[Desc("The shape of the beam. Accepts values Cylindrical or Flat.")]
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public readonly BeamRenderableShape SecondaryBeamShape = BeamRenderableShape.Cylindrical;
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[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
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public readonly int SecondaryBeamZOffset = 0;
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public readonly bool SecondaryBeamUsePlayerColor = false;
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[Desc("Color of the secondary beam.")]
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public readonly Color SecondaryBeamColor = Color.Red;
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[Desc("Impact animation.")]
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public readonly string HitAnim = null;
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@@ -50,27 +80,38 @@ namespace OpenRA.Mods.Common.Projectiles
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public IProjectile Create(ProjectileArgs args)
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{
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var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color;
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return new LaserZap(args, this, c);
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return new LaserZap(this, args, c);
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}
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}
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public class LaserZap : IProjectile
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public class LaserZap : IProjectile, ISync
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{
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readonly ProjectileArgs args;
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readonly LaserZapInfo info;
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readonly Animation hitanim;
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readonly Color color;
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readonly Color secondaryColor;
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int ticks = 0;
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Color color;
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bool doneDamage;
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bool animationComplete;
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WPos target;
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[Sync] WPos target;
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[Sync] WPos source;
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public LaserZap(ProjectileArgs args, LaserZapInfo info, Color color)
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public LaserZap(LaserZapInfo info, ProjectileArgs args, Color color)
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{
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this.args = args;
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this.info = info;
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this.color = color;
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secondaryColor = info.SecondaryBeamUsePlayerColor ? args.SourceActor.Owner.Color.RGB : info.SecondaryBeamColor;
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target = args.PassiveTarget;
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source = args.Source;
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if (info.Inaccuracy.Length > 0)
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{
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var inaccuracy = OpenRA.Mods.Common.Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
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var maxOffset = inaccuracy * (target - source).Length / args.Weapon.Range.Length;
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target += WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024;
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}
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if (!string.IsNullOrEmpty(info.HitAnim))
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hitanim = new Animation(args.SourceActor.World, info.HitAnim);
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@@ -79,9 +120,17 @@ namespace OpenRA.Mods.Common.Projectiles
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public void Tick(World world)
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{
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// Beam tracks target
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if (args.GuidedTarget.IsValidFor(args.SourceActor))
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if (info.TracksTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
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target = args.GuidedTarget.CenterPosition;
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// Check for blocking actors
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WPos blockedPos;
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if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target,
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info.Width, info.TargetExtraSearchRadius, out blockedPos))
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{
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target = blockedPos;
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}
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if (!doneDamage)
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{
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if (hitanim != null)
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@@ -96,7 +145,7 @@ namespace OpenRA.Mods.Common.Projectiles
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if (hitanim != null)
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hitanim.Tick();
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if (++ticks >= info.BeamDuration && animationComplete)
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if (++ticks >= info.Duration && animationComplete)
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world.AddFrameEndTask(w => w.Remove(this));
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}
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@@ -106,10 +155,17 @@ namespace OpenRA.Mods.Common.Projectiles
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wr.World.FogObscures(args.Source))
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yield break;
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if (ticks < info.BeamDuration)
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if (ticks < info.Duration)
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{
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var rc = Color.FromArgb((info.BeamDuration - ticks) * color.A / info.BeamDuration, color);
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var rc = Color.FromArgb((info.Duration - ticks) * color.A / info.Duration, color);
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yield return new BeamRenderable(args.Source, info.ZOffset, target - args.Source, info.Shape, info.Width, rc);
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if (info.SecondaryBeam)
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{
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var src = Color.FromArgb((info.Duration - ticks) * secondaryColor.A / info.Duration, secondaryColor);
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yield return new BeamRenderable(args.Source, info.SecondaryBeamZOffset, target - args.Source,
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info.SecondaryBeamShape, info.SecondaryBeamWidth, src);
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}
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}
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if (hitanim != null)
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