make movement and attack anims be over castles by default.
might want to have more anims over castles later, if any artists want to give feedback...
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251a52e90d
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4a0ed3c065
2 changed files with 7 additions and 6 deletions
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@ -355,7 +355,7 @@ void unit_animation::fill_initial_animations( std::vector<unit_animation> & anim
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animations.push_back(tmp_anim);
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tmp_anim = *itor;
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tmp_anim.unit_anim_.override(0,"","",0,"0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,");
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tmp_anim.unit_anim_.override(0,"","",0,"0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,","51");
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tmp_anim.event_ = utils::split("movement");
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animations.push_back(tmp_anim);
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@ -365,7 +365,7 @@ void unit_animation::fill_initial_animations( std::vector<unit_animation> & anim
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animations.push_back(tmp_anim);
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tmp_anim = *itor;
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tmp_anim.unit_anim_.override(-150,"","",0,"0~0.6:150,0.6~0:150");
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tmp_anim.unit_anim_.override(-150,"","",0,"0~0.6:150,0.6~0:150","51");
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tmp_anim.event_ = utils::split("attack");
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tmp_anim.primary_attack_filter_.push_back(config());
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tmp_anim.primary_attack_filter_.back()["range"] = "melee";
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@ -513,7 +513,7 @@ void unit_animation::add_anims( std::vector<unit_animation> & animations, const
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}
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(**anim_itor)["apply_to"] ="movement";
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(**anim_itor)["layer"] =lexical_cast<std::string>(display::LAYER_UNIT_DEFAULT-display::LAYER_UNIT_FIRST);
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(**anim_itor)["layer"] =lexical_cast<std::string>(display::LAYER_UNIT_MOVE_DEFAULT-display::LAYER_UNIT_FIRST);
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animations.push_back(unit_animation(**anim_itor));
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}
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expanded_cfg = unit_animation::prepare_animation(cfg,"defend");
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@ -545,7 +545,7 @@ void unit_animation::add_anims( std::vector<unit_animation> & animations, const
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const config::child_list& attack_anims = expanded_cfg.get_children("attack_anim");
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for(config::child_list::const_iterator d = attack_anims.begin(); d != attack_anims.end(); ++d) {
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(**d)["apply_to"] ="attack";
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(**d)["layer"] =lexical_cast<std::string>(display::LAYER_UNIT_DEFAULT-display::LAYER_UNIT_FIRST);
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(**d)["layer"] =lexical_cast<std::string>(display::LAYER_UNIT_MOVE_DEFAULT-display::LAYER_UNIT_FIRST);
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if((**d)["offset"].empty() && (**d).get_children("missile_frame").empty()) {
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(**d)["offset"] ="0~0.6,0.6~0";
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}
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@ -606,12 +606,13 @@ void unit_animation::add_anims( std::vector<unit_animation> & animations, const
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}
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void unit_animation::particule::override( int start_time,const std::string highlight,const std::string blend_ratio ,Uint32 blend_color ,const std::string offset)
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void unit_animation::particule::override( int start_time,const std::string highlight,const std::string blend_ratio ,Uint32 blend_color ,const std::string offset,const std::string layer)
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{
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set_begin_time(start_time);
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if(!highlight.empty()) parameters_.highlight(highlight);
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if(!offset.empty()) parameters_.offset(offset);
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if(!blend_ratio.empty()) parameters_.blend(blend_ratio,blend_color);
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if(!layer.empty()) parameters_.drawing_layer(layer);
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}
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@ -83,7 +83,7 @@ class unit_animation
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explicit particule(const config& cfg,const std::string frame_string ="frame");
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virtual ~particule();
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bool need_update() const;
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void override(int start_time,const std::string highlight="", const std::string blend_ratio ="",Uint32 blend_color = 0,const std::string offset="");
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void override(int start_time,const std::string highlight="", const std::string blend_ratio ="",Uint32 blend_color = 0,const std::string offset="",const std::string layer="");
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void redraw( const frame_parameters& value,const map_location &src, const map_location &dst, const bool primary=false);
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bool invalidate(const frame_parameters& value,const map_location &src, const map_location &dst, const bool primary = false);
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void start_animation(int start_time, bool cycles=false);
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