add a Lua controllable flash palette trait

This commit is contained in:
Matthias Mailänder
2015-04-05 18:15:45 +02:00
parent a0c3a3adaa
commit ed7b54a21e
12 changed files with 141 additions and 66 deletions

View File

@@ -0,0 +1,36 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Mods.Common.Traits;
using OpenRA.Scripting;
namespace OpenRA.Mods.Common.Scripting
{
[ScriptGlobal("Effect")]
public class EffectGlobal : ScriptGlobal
{
readonly IEnumerable<FlashPaletteEffect> fpes;
public EffectGlobal(ScriptContext context)
: base(context)
{
fpes = context.World.WorldActor.TraitsImplementing<FlashPaletteEffect>();
}
[Desc("Controls the `FlashPaletteEffect` trait.")]
public void Flash(string type = null, int ticks = -1)
{
foreach (var fpe in fpes)
if (fpe.Info.Type == type)
fpe.Enable(ticks);
}
}
}