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Allow WeatherOverlay fade in/out when enabled/disabled #21182

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merged 1 commit into from Dec 15, 2023

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dnqbob
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@dnqbob dnqbob commented Nov 1, 2023

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@RoosterDragon RoosterDragon left a comment

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One fixup, otherwise LGTM.

OpenRA.Mods.Common/Traits/World/WeatherOverlay.cs Outdated Show resolved Hide resolved
public readonly int FadeInTicks = 1000;

[Desc("Percentage of the initial particle when enabled and the game start.")]
public readonly int InitialParticlePercentage = 100;
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This feels a bit speculatively general IMO. Do we have a realistic usecase for needing a value that isn't 100 when it starts enabled and 0 when it starts disabled?

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This option is used for when player want to start from mid-stage of the weather, any weather. For example, a map starts from mid-stage of a thundershower: there is only mid rain but get heavier as time goes by, when it at max stage there will be lightning and thunder by using FlashPostProcessEffect (we can make it conditional and scriptable later).

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I think it makes sense to have this option

public readonly int FadeInTicks = 1000;

[Desc("Percentage of the initial particle when enabled and the game start.")]
public readonly int InitialParticlePercentage = 100;
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I think it makes sense to have this option

OpenRA.Mods.Common/Traits/World/WeatherOverlay.cs Outdated Show resolved Hide resolved
OpenRA.Mods.Common/Traits/World/WeatherOverlay.cs Outdated Show resolved Hide resolved
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LGTM

@PunkPun PunkPun merged commit 264564d into OpenRA:bleed Dec 15, 2023
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PunkPun commented Dec 15, 2023

Changelog

@dnqbob dnqbob deleted the weather branch December 16, 2023 00:20
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4 participants