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@@ -881,9 +881,10 @@ uint32_t CastAnimation::getAttackClimaxFrame() const
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return maxFrames / 2;
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}
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-EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, int effects, bool reversed):
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+EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, int effects, float transparencyFactor, bool reversed):
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BattleAnimation(owner),
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animation(GH.renderHandler().loadAnimation(animationName, EImageBlitMode::SIMPLE)),
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+ transparencyFactor(transparencyFactor),
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effectFlags(effects),
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effectFinished(false),
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reversed(reversed)
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@@ -892,32 +893,32 @@ EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath &
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, std::vector<BattleHex> hex, int effects, bool reversed):
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- EffectAnimation(owner, animationName, effects, reversed)
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+ EffectAnimation(owner, animationName, effects, 1.0f, reversed)
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{
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battlehexes = hex;
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}
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-EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, BattleHex hex, int effects, bool reversed):
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- EffectAnimation(owner, animationName, effects, reversed)
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+EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, BattleHex hex, int effects, float transparencyFactor, bool reversed):
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+ EffectAnimation(owner, animationName, effects, transparencyFactor, reversed)
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{
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assert(hex.isValid());
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battlehexes.push_back(hex);
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, std::vector<Point> pos, int effects, bool reversed):
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- EffectAnimation(owner, animationName, effects, reversed)
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+ EffectAnimation(owner, animationName, effects, 1.0f, reversed)
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{
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positions = pos;
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, Point pos, int effects, bool reversed):
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- EffectAnimation(owner, animationName, effects, reversed)
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+ EffectAnimation(owner, animationName, effects, 1.0f, reversed)
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{
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positions.push_back(pos);
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, Point pos, BattleHex hex, int effects, bool reversed):
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- EffectAnimation(owner, animationName, effects, reversed)
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+ EffectAnimation(owner, animationName, effects, 1.0f, reversed)
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{
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assert(hex.isValid());
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battlehexes.push_back(hex);
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@@ -951,6 +952,7 @@ bool EffectAnimation::init()
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be.effectID = ID;
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be.animation = animation;
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be.currentFrame = 0;
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+ be.transparencyFactor = transparencyFactor;
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be.type = reversed ? BattleEffect::AnimType::REVERSE : BattleEffect::AnimType::DEFAULT;
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for (size_t i = 0; i < std::max(battlehexes.size(), positions.size()); ++i)
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