Add support for multiple (un)deploy sounds on GrantConditionOnDeploy

This commit is contained in:
abcdefg30
2019-03-02 18:40:24 +01:00
committed by Paul Chote
parent ab6ae7bc8d
commit 0ab7e0a855
7 changed files with 64 additions and 16 deletions

View File

@@ -45,11 +45,11 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Facing that the actor must face before deploying. Set to -1 to deploy regardless of facing.")]
public readonly int Facing = -1;
[Desc("Sound to play when deploying.")]
public readonly string DeploySound = null;
[Desc("Play a randomly selected sound from this list when deploying.")]
public readonly string[] DeploySounds = null;
[Desc("Sound to play when undeploying.")]
public readonly string UndeploySound = null;
[Desc("Play a randomly selected sound from this list when undeploying.")]
public readonly string[] UndeploySounds = null;
[Desc("Skip make/deploy animation?")]
public readonly bool SkipMakeAnimation = false;
@@ -221,8 +221,8 @@ namespace OpenRA.Mods.Common.Traits
if (!IsValidTerrain(self.Location))
return;
if (!string.IsNullOrEmpty(Info.DeploySound))
Game.Sound.Play(SoundType.World, Info.DeploySound, self.CenterPosition);
if (Info.DeploySounds != null && Info.DeploySounds.Any())
Game.Sound.Play(SoundType.World, Info.DeploySounds.Random(self.World.LocalRandom), self.CenterPosition);
// Revoke condition that is applied while undeployed.
if (!init)
@@ -245,8 +245,8 @@ namespace OpenRA.Mods.Common.Traits
if (!init && deployState != DeployState.Deployed)
return;
if (!string.IsNullOrEmpty(Info.UndeploySound))
Game.Sound.Play(SoundType.World, Info.UndeploySound, self.CenterPosition);
if (Info.UndeploySounds != null && Info.UndeploySounds.Any())
Game.Sound.Play(SoundType.World, Info.UndeploySounds.Random(self.World.LocalRandom), self.CenterPosition);
if (!init)
OnUndeployStarted();