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