Merge pull request #8865 from Phrohdoh/lua#effects-rgba

Rename EffectGlobal to LightingGlobal and expose individual channels.
This commit is contained in:
Paul Chote
2015-08-02 16:05:27 +01:00
4 changed files with 66 additions and 53 deletions

View File

@@ -216,7 +216,6 @@
<Compile Include="Scripting\Global\CameraGlobal.cs" />
<Compile Include="Scripting\Global\CoordinateGlobals.cs" />
<Compile Include="Scripting\Global\DateTimeGlobal.cs" />
<Compile Include="Scripting\Global\EffectGlobal.cs" />
<Compile Include="Scripting\Global\FacingGlobal.cs" />
<Compile Include="Scripting\Global\HSLColorGlobal.cs" />
<Compile Include="Scripting\Global\MapGlobal.cs" />
@@ -703,6 +702,7 @@
<Compile Include="Lint\CheckRevealFootprint.cs" />
<Compile Include="Traits\ThrowsShrapnel.cs" />
<Compile Include="Traits\World\MusicPlaylist.cs" />
<Compile Include="Scripting\Global\LightingGlobal.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>

View File

@@ -1,51 +0,0 @@
#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 Eluant;
using OpenRA.Mods.Common.Traits;
using OpenRA.Scripting;
namespace OpenRA.Mods.Common.Scripting
{
[ScriptGlobal("Effect")]
public class EffectGlobal : ScriptGlobal
{
readonly IEnumerable<FlashPaletteEffect> fpes;
readonly GlobalLightingPaletteEffect lighting;
public EffectGlobal(ScriptContext context)
: base(context)
{
fpes = context.World.WorldActor.TraitsImplementing<FlashPaletteEffect>();
lighting = context.World.WorldActor.TraitOrDefault<GlobalLightingPaletteEffect>();
}
[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);
}
[Desc("Dynamically adjusts the `GlobalLightingPaletteEffect` trait.")]
public void ChangeLighting(double red, double green, double blue, double ambient)
{
if (lighting == null)
throw new LuaException("GlobalLightingPaletteEffect needs to be added to the World actor first.");
lighting.Red = (float)red;
lighting.Green = (float)green;
lighting.Blue = (float)blue;
lighting.Ambient = (float)ambient;
}
}
}

View File

@@ -0,0 +1,64 @@
#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("Lighting")]
public class LightingGlobal : ScriptGlobal
{
readonly IEnumerable<FlashPaletteEffect> flashPaletteEffects;
readonly GlobalLightingPaletteEffect lighting;
readonly bool hasLighting;
public LightingGlobal(ScriptContext context)
: base(context)
{
flashPaletteEffects = context.World.WorldActor.TraitsImplementing<FlashPaletteEffect>();
lighting = context.World.WorldActor.TraitOrDefault<GlobalLightingPaletteEffect>();
hasLighting = lighting != null;
}
[Desc("Controls the `FlashPaletteEffect` trait.")]
public void Flash(string type = null, int ticks = -1)
{
foreach (var effect in flashPaletteEffects)
if (effect.Info.Type == type)
effect.Enable(ticks);
}
public double Red
{
get { return hasLighting ? lighting.Red : 0d; }
set { if (hasLighting) lighting.Red = (float)value; }
}
public double Green
{
get { return hasLighting ? lighting.Green : 0d; }
set { if (hasLighting) lighting.Green = (float)value; }
}
public double Blue
{
get { return hasLighting ? lighting.Blue : 0d; }
set { if (hasLighting) lighting.Blue = (float)value; }
}
public double Ambient
{
get { return hasLighting ? lighting.Ambient : 0d; }
set { if (hasLighting) lighting.Ambient = (float)value; }
}
}
}

View File

@@ -150,7 +150,7 @@ end
Tick = function()
if (Utils.RandomInteger(1, 200) == 10) then
local delay = Utils.RandomInteger(1, 10)
Effect.Flash("LightningStrike", delay)
Lighting.Flash("LightningStrike", delay)
Trigger.AfterDelay(delay, function()
Media.PlaySound("thunder" .. Utils.RandomInteger(1,6) .. ".aud")
end)