Use the original flame and chem muzzle flashes.
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@@ -26,6 +26,12 @@ namespace OpenRA.Mods.RA.Render
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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[Desc("Are the muzzle facings split into multiple shps?")]
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public readonly bool SplitFacings = false;
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[Desc("Number of separate facing images that are defined in the sequences.")]
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public readonly int FacingCount = 8;
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public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self, this); }
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}
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@@ -34,6 +40,7 @@ namespace OpenRA.Mods.RA.Render
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readonly WithMuzzleFlashInfo info;
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Dictionary<Barrel, bool> visible = new Dictionary<Barrel, bool>();
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Dictionary<Barrel, AnimationWithOffset> anims = new Dictionary<Barrel, AnimationWithOffset>();
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Func<int> getFacing;
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public WithMuzzleFlash(Actor self, WithMuzzleFlashInfo info)
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{
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@@ -50,7 +57,7 @@ namespace OpenRA.Mods.RA.Render
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var turreted = self.TraitsImplementing<Turreted>()
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.FirstOrDefault(t => t.Name == arm.Info.Turret);
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var getFacing = turreted != null ? () => turreted.turretFacing :
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getFacing = turreted != null ? () => turreted.turretFacing :
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facing != null ? (Func<int>)(() => facing.Facing) : () => 0;
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var muzzleFlash = new Animation(render.GetImage(self), getFacing);
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@@ -69,7 +76,12 @@ namespace OpenRA.Mods.RA.Render
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return;
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visible[barrel] = true;
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anims[barrel].Animation.PlayThen(info.Sequence, () => visible[barrel] = false);
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var sequence = info.Sequence;
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if (info.SplitFacings)
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sequence += Traits.Util.QuantizeFacing(getFacing(), info.FacingCount).ToString();
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anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
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}
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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