Add configurable DamageState/Type filters to WithSmoke.

This commit is contained in:
Matthias Mailänder
2016-04-24 19:35:17 +02:00
parent 773eb25917
commit e0b77a8517

View File

@@ -9,20 +9,30 @@
*/
#endregion
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Warheads;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Renders an overlay when the actor is taking heavy damage.")]
public class WithSmokeInfo : ITraitInfo, Requires<RenderSpritesInfo>
public class WithSmokeInfo : ITraitInfo, Requires<RenderSpritesInfo> // TODO: rename to WithDamageOverlay
{
public readonly string Sequence = "smoke_m";
public readonly string Sequence = "smoke_m"; // TODO: rename to image
[SequenceReference("Sequence")] public readonly string IdleSequence = "idle";
[SequenceReference("Sequence")] public readonly string LoopSequence = "loop";
[SequenceReference("Sequence")] public readonly string EndSequence = "end";
[Desc("Damage types that this should be used for (defined on the warheads).",
"Leave empty to disable all filtering.")]
public readonly HashSet<string> DamageTypes = new HashSet<string>();
[Desc("Trigger when Undamaged, Light, Medium, Heavy, Critical or Dead.")]
public readonly DamageState MinimumDamageState = DamageState.Heavy;
public readonly DamageState MaximumDamageState = DamageState.Dead;
public object Create(ActorInitializer init) { return new WithSmoke(init.Self, this); }
}
@@ -45,9 +55,14 @@ namespace OpenRA.Mods.Common.Traits.Render
public void Damaged(Actor self, AttackInfo e)
{
var warhead = e.Warhead as DamageWarhead;
if (info.DamageTypes.Count > 0 && (warhead != null && !warhead.DamageTypes.Overlaps(info.DamageTypes)))
return;
if (isSmoking) return;
if (e.Damage < 0) return; /* getting healed */
if (e.DamageState < DamageState.Heavy) return;
if (e.DamageState < info.MinimumDamageState) return;
if (e.DamageState > info.MaximumDamageState) return;
isSmoking = true;
anim.PlayThen(info.IdleSequence,