Added a Damage class to pass damage value and damage(types) instead. This removes a great amount of overhead and longterm opens possibilities to have damagetypes without warheads.
45 lines
1.2 KiB
C#
45 lines
1.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptPropertyGroup("General")]
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public class HealthProperties : ScriptActorProperties, Requires<HealthInfo>
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{
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Health health;
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public HealthProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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health = self.Trait<Health>();
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}
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[Desc("Current health of the actor.")]
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public int Health
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{
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get { return health.HP; }
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set { health.InflictDamage(Self, Self, new Damage(health.HP - value), true); }
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}
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[Desc("Maximum health of the actor.")]
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public int MaxHealth { get { return health.MaxHP; } }
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[Desc("Kill the actor.")]
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public void Kill()
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{
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health.InflictDamage(Self, Self, new Damage(health.MaxHP), true);
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}
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}
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}
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