Files
OpenRA/OpenRA.Game/Effects/NukeLaunch.cs
2010-04-02 16:45:01 +13:00

90 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Collections.Generic;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Effects
{
class NukeInfo : IProjectileInfo
{
public readonly string Image = null;
public IEffect Create(ProjectileArgs args) { return null; }
}
class NukeLaunch : IEffect
{
readonly Actor silo;
Animation anim;
float2 pos;
int2 targetLocation;
readonly int targetAltitude = 400;
int altitude;
bool goingUp = true;
public NukeLaunch(Actor silo, string weapon, int2 targetLocation)
{
this.silo = silo;
this.targetLocation = targetLocation;
anim = new Animation("nuke");
anim.PlayRepeating("up");
pos = silo.CenterLocation;
}
public void Tick(World world)
{
anim.Tick();
if (goingUp)
{
altitude += 10;
if (altitude >= targetAltitude)
{
pos = OpenRA.Traits.Util.CenterOfCell(targetLocation);
anim = new Animation("nuke");
anim.PlayRepeating("down");
goingUp = false;
}
}
else
{
altitude -= 10;
if (altitude <= 0)
Explode(world);
}
}
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
//var warhead = Rules.WarheadInfo[weapon.Warhead];
//Combat.DoImpact(pos.ToInt2(), pos.ToInt2(), weapon, Rules.ProjectileInfo[weapon.Projectile], warhead, silo, true);
world.WorldActor.traits.Get<ScreenShaker>().AddEffect(20, pos, 5);
}
public IEnumerable<Renderable> Render()
{
yield return new Renderable(anim.Image, pos - 0.5f * anim.Image.size - new float2(0, altitude), "effect");
}
}
}