Make Cloak PausableConditional

If disabled now it CloakDelay resets to InitialCloakDelay when
reenabled, if paused it continues with CloakDelay when resumed.
This commit is contained in:
Mustafa Alperen Seki
2018-10-09 20:02:43 +03:00
committed by Paul Chote
parent a7279415dc
commit dd92ec4d02

View File

@@ -39,7 +39,7 @@ namespace OpenRA.Mods.Common.Traits
public class CloakType { }
[Desc("This unit can cloak and uncloak in specific situations.")]
public class CloakInfo : ConditionalTraitInfo
public class CloakInfo : PausableConditionalTraitInfo
{
[Desc("Measured in game ticks.")]
public readonly int InitialDelay = 10;
@@ -66,7 +66,7 @@ namespace OpenRA.Mods.Common.Traits
public override object Create(ActorInitializer init) { return new Cloak(this); }
}
public class Cloak : ConditionalTrait<CloakInfo>, IRenderModifier, INotifyDamage, INotifyUnload, INotifyDemolition, INotifyInfiltration,
public class Cloak : PausableConditionalTrait<CloakInfo>, IRenderModifier, INotifyDamage, INotifyUnload, INotifyDemolition, INotifyInfiltration,
INotifyAttack, ITick, IVisibilityModifier, IRadarColorModifier, INotifyCreated, INotifyHarvesterAction
{
[Sync] int remainingTime;
@@ -102,7 +102,7 @@ namespace OpenRA.Mods.Common.Traits
base.Created(self);
}
public bool Cloaked { get { return !IsTraitDisabled && remainingTime <= 0; } }
public bool Cloaked { get { return !IsTraitDisabled && !IsTraitPaused && remainingTime <= 0; } }
public void Uncloak() { Uncloak(Info.CloakDelay); }
@@ -126,7 +126,7 @@ namespace OpenRA.Mods.Common.Traits
IEnumerable<IRenderable> IRenderModifier.ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
if (remainingTime > 0 || IsTraitDisabled)
if (remainingTime > 0 || IsTraitDisabled || IsTraitPaused)
return r;
if (Cloaked && IsVisible(self, self.World.RenderPlayer))
@@ -148,7 +148,7 @@ namespace OpenRA.Mods.Common.Traits
void ITick.Tick(Actor self)
{
if (!IsTraitDisabled)
if (!IsTraitDisabled && !IsTraitPaused)
{
if (remainingTime > 0 && !isDocking)
remainingTime--;
@@ -183,6 +183,11 @@ namespace OpenRA.Mods.Common.Traits
firstTick = false;
}
protected override void TraitEnabled(Actor self)
{
remainingTime = Info.InitialDelay;
}
protected override void TraitDisabled(Actor self) { Uncloak(); }
public bool IsVisible(Actor self, Player viewer)