Files
OpenRA/OpenRA.Mods.RA/Effects/NukeLaunch.cs
2013-07-20 15:34:28 +12:00

82 lines
1.8 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Effects;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Effects
{
public class NukeLaunch : IEffect
{
readonly Player firedBy;
Animation anim;
WPos pos;
CPos targetLocation;
bool goingUp = true;
string weapon;
public NukeLaunch(Player firedBy, Actor silo, string weapon, WPos launchPos, CPos targetLocation)
{
this.firedBy = firedBy;
this.targetLocation = targetLocation;
this.weapon = weapon;
anim = new Animation(weapon);
anim.PlayRepeating("up");
pos = launchPos;
if (silo == null)
StartDescent(firedBy.World);
}
void StartDescent(World world)
{
pos = targetLocation.CenterPosition + new WVec(0, 0, 1024*firedBy.World.Map.Bounds.Height);
anim.PlayRepeating("down");
goingUp = false;
}
public void Tick(World world)
{
anim.Tick();
var delta = new WVec(0,0,427);
if (goingUp)
{
pos += delta;
if (pos.Z >= world.Map.Bounds.Height*1024)
StartDescent(world);
}
else
{
pos -= delta;
if (pos.Z <= 0)
Explode(world);
}
}
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
Combat.DoExplosion(firedBy.PlayerActor, weapon, pos);
world.WorldActor.Trait<ScreenShaker>().AddEffect(20, pos, 5);
foreach (var a in world.ActorsWithTrait<NukePaletteEffect>())
a.Trait.Enable();
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
return anim.Render(pos, wr.Palette("effect"));
}
}
}