... It's like any other command, so if you can apply particle affects to a command you can do it with this too. The animation could be a little dodgy. Energy and health cost should already be possible.
It might be better to base it off an attack skill rather than move skill.
Particle systems are attached to skills, not commands, so it would be attached to the move skill.
Is the basing it on an attack-skill idea for better particle support? I'd prefer to re-factor some stuff up from the Projectile type and make it available to other systems. Certainly anything with a 'target' (repair, harvest, etc...) might benefit from this, (with the target offset param fixed as well).
Some possible ideas (I'm thinking these should be possible with other commands too):
- only visible areas restriction
- cooldowns
cooldowns could be done using EP, but of-course that takes EP largely out of the equation for other things, the local resources idea ('unit' resources) would make custom cooldowns possible...
Some other things that might be nice,
- max-range
- alpha in-out
draw the teleporting unit twice, at the start position with
alpha = 1.f - progress and at the destination with
alpha = progress. I assume you have it using the same mechanics as move (and hence the move-skill?), I haven't tried it yet, but if that is case I think it should definitely be changed.
- particle-systems for start and destination pos
So omega can have his flashes of light, or a puff of smoke... etc
And, just to throw a spanner in the works, should this be a command, or just something the cast-spell command can do?
I inadvertently added cast-spell to 0.3.2, as 'Generic' command and skill initially, so I could apply individual effects to units, before I realised what I had done and changed their names to 'cast-spell'. Maybe we should work this into cast-spell ?