Files
OpenRA/OpenRA.Mods.Common/Warheads/FlashPaletteEffectWarhead.cs
Pavel Penev 8c394a4cb5 Created FlashPaletteEffectWarhead and removed the hardcoded flashing from NukeLaunch
Not actually hardcoded, but there was a hard dependency in NukeLaunch on FlashPaletteEffect and explicit flashing checks.
2020-07-10 13:22:54 +02:00

36 lines
1.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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 OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Used to trigger a FlashPaletteEffect trait on the world actor.")]
public class FlashPaletteEffectWarhead : Warhead
{
[Desc("Corresponds to `Type` from `FlashPaletteEffect` on the world actor.")]
public readonly string FlashType = null;
[FieldLoader.Require]
[Desc("Duration of the flashing, measured in ticks. Set to -1 to default to the `Length` of the `FlashPaletteEffect`.")]
public readonly int Duration = 0;
public override void DoImpact(Target target, WarheadArgs args)
{
foreach (var flash in args.SourceActor.World.WorldActor.TraitsImplementing<FlashPaletteEffect>())
if (flash.Info.Type == FlashType)
flash.Enable(Duration);
}
}
}