Move IonCannon and NukeLaunch into Projectiles folders.

This commit is contained in:
Matthias Mailänder
2016-06-11 18:53:55 +02:00
parent 71743b3b4a
commit fa864f55bf
4 changed files with 2 additions and 2 deletions

View File

@@ -0,0 +1,63 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Effects
{
public class IonCannon : IProjectile
{
readonly Target target;
readonly Animation anim;
readonly Player firedBy;
readonly string palette;
readonly WeaponInfo weapon;
int weaponDelay;
bool impacted = false;
public IonCannon(Player firedBy, WeaponInfo weapon, World world, CPos location, string effect, string palette, int delay)
{
this.firedBy = firedBy;
this.weapon = weapon;
this.palette = palette;
weaponDelay = delay;
target = Target.FromCell(world, location);
anim = new Animation(world, effect);
anim.PlayThen("idle", () => Finish(world));
}
public void Tick(World world)
{
anim.Tick();
if (!impacted && weaponDelay-- <= 0)
{
weapon.Impact(target, firedBy.PlayerActor, Enumerable.Empty<int>());
impacted = true;
}
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
return anim.Render(target.CenterPosition, wr.Palette(palette));
}
void Finish(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
}
}
}