Files
OpenRA/OpenRa.Game/Traits/ChronoshiftPower.cs

58 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Orders;
namespace OpenRa.Traits
{
class ChronoshiftPowerInfo : SupportPowerInfo
{
public readonly float Duration = 0f;
public readonly bool KillCargo = true;
public override object Create(Actor self) { return new ChronoshiftPower(self,this); }
}
class ChronoshiftPower : SupportPower, IResolveOrder
{
public ChronoshiftPower(Actor self, ChronoshiftPowerInfo info) : base(self, info) { }
protected override void OnBeginCharging() { Sound.Play("chrochr1.aud"); }
protected override void OnFinishCharging() { Sound.Play("chrordy1.aud"); }
protected override void OnActivate()
{
Game.controller.orderGenerator = new ChronosphereSelectOrderGenerator();
Sound.Play("slcttgt1.aud");
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "ChronosphereSelect" && self.Owner == self.World.LocalPlayer)
Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(order.TargetActor);
if (order.OrderString == "ChronosphereFinish")
{
if (self.Owner == self.World.LocalPlayer)
Game.controller.CancelInputMode();
FinishActivate();
Sound.Play("chrono2.aud");
var chronosphere = self.World.Actors.Where(a => a.Owner == self.Owner
&& a.traits.Contains<Chronosphere>()).FirstOrDefault();
if( chronosphere != null )
chronosphere.traits.Get<RenderBuilding>().PlayCustomAnim( chronosphere, "active" );
// Trigger screen desaturate effect
foreach (var a in self.World.Actors.Where(a => a.traits.Contains<ChronoshiftPaletteEffect>()))
a.traits.Get<ChronoshiftPaletteEffect>().DoChronoshift();
}
}
}
// tag trait to identify the building
class ChronosphereInfo : StatelessTraitInfo<Chronosphere> { }
public class Chronosphere { }
}