Merge pull request #5698 from Mailaender/sonar
Added the sonar pulse to reveal sub marines
This commit is contained in:
@@ -351,7 +351,6 @@
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<Compile Include="SupportPowers\IronCurtainPower.cs" />
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<Compile Include="SupportPowers\NukePower.cs" />
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<Compile Include="SupportPowers\ParatroopersPower.cs" />
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<Compile Include="SupportPowers\SonarPulsePower.cs" />
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<Compile Include="SupportPowers\SupportPower.cs" />
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<Compile Include="SupportPowers\SupportPowerChargeBar.cs" />
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<Compile Include="SupportPowers\SupportPowerManager.cs" />
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@@ -520,6 +519,7 @@
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<Compile Include="Widgets\Logic\InstallFromCDLogic.cs" />
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<Compile Include="Widgets\Logic\InstallMusicLogic.cs" />
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<Compile Include="Render\WithActiveAnimation.cs" />
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<Compile Include="SupportPowers\SpawnActorPower.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
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@@ -1,31 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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namespace OpenRA.Mods.RA
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{
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public class SonarPulsePowerInfo : SupportPowerInfo
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{
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public override object Create(ActorInitializer init) { return new SonarPulsePower(init.self, this); }
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}
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public class SonarPulsePower : SupportPower
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{
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public SonarPulsePower(Actor self, SonarPulsePowerInfo info) : base(self, info) { }
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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base.Activate(self, order, manager);
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// TODO: Reveal submarines
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// Should this play for all players?
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Sound.Play("sonpulse.aud");
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}
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}
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}
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67
OpenRA.Mods.RA/SupportPowers/SpawnActorPower.cs
Executable file
67
OpenRA.Mods.RA/SupportPowers/SpawnActorPower.cs
Executable file
@@ -0,0 +1,67 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Effects;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.RA
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{
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[Desc("Spawns an actor that stays for a limited amount of time.")]
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public class SpawnActorPowerInfo : SupportPowerInfo
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{
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[Desc("Actor to spawn.")]
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public readonly string Actor = null;
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[Desc("Amount of time to keep the actor alive in ticks.")]
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public readonly int LifeTime = 250;
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public readonly string DeploySound = null;
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public readonly string EffectSequence = null;
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public readonly string EffectPalette = null;
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public override object Create(ActorInitializer init) { return new SpawnActorPower(init.self, this); }
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}
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public class SpawnActorPower : SupportPower
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{
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public SpawnActorPower(Actor self, SpawnActorPowerInfo info) : base(self, info) { }
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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base.Activate(self, order, manager);
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var info = Info as SpawnActorPowerInfo;
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if (info.Actor != null)
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{
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self.World.AddFrameEndTask(w =>
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{
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var location = self.World.Map.CenterOfCell(order.TargetLocation);
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Sound.Play(info.DeploySound, location);
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if (!string.IsNullOrEmpty(info.EffectSequence) && !string.IsNullOrEmpty(info.EffectPalette))
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w.Add(new SpriteEffect(location, w, info.EffectSequence, info.EffectPalette));
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var actor = w.CreateActor(info.Actor, new TypeDictionary
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{
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new LocationInit(order.TargetLocation),
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new OwnerInit(self.Owner),
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});
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actor.QueueActivity(new Wait(info.LifeTime));
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actor.QueueActivity(new RemoveSelf());
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});
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}
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}
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}
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}
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