Move damage sounds and shaking from Building/RenderBuilding into their own traits. Fix wall damage/death sounds under cnc.
This commit is contained in:
@@ -29,10 +29,9 @@ namespace OpenRA.Mods.RA.Buildings
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public readonly string[] BuildSounds = {"placbldg.aud", "build5.aud"};
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public readonly string[] SellSounds = {"cashturn.aud"};
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public readonly string DamagedSound = "kaboom1.aud";
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public readonly string DestroyedSound = "kaboom22.aud";
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public object Create(ActorInitializer init) { return new Building(init); }
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public object Create(ActorInitializer init) { return new Building(init, this); }
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public bool IsCloseEnoughToBase(World world, Player p, string buildingName, int2 topLeft)
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{
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@@ -73,11 +72,11 @@ namespace OpenRA.Mods.RA.Buildings
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public int2 PxPosition { get { return ( 2 * topLeft + Info.Dimensions ) * Game.CellSize / 2; } }
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public Building(ActorInitializer init)
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public Building(ActorInitializer init, BuildingInfo info)
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{
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this.self = init.self;
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this.topLeft = init.Get<LocationInit,int2>();
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this.Info = self.Info.Traits.Get<BuildingInfo>();
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this.Info = info;
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this.PlayerPower = init.self.Owner.PlayerActor.Trait<PowerManager>();
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}
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@@ -95,12 +94,6 @@ namespace OpenRA.Mods.RA.Buildings
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// Power plants lose power with damage
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if (Info.Power > 0)
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PlayerPower.UpdateActor(self, GetPowerUsage());
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if (e.DamageState == DamageState.Dead)
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{
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self.World.WorldActor.Trait<ScreenShaker>().AddEffect(10, self.CenterLocation, 1);
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Sound.Play(Info.DestroyedSound, self.CenterLocation);
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}
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}
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public void ResolveOrder(Actor self, Order order)
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38
OpenRA.Mods.RA/Buildings/ShakeOnDeath.cs
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38
OpenRA.Mods.RA/Buildings/ShakeOnDeath.cs
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@@ -0,0 +1,38 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Buildings
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{
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public class ShakeOnDeathInfo : ITraitInfo
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{
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public readonly int Intensity = 10;
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public object Create(ActorInitializer init) { return new ShakeOnDeath(this); }
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}
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public class ShakeOnDeath : INotifyDamage
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{
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readonly ShakeOnDeathInfo Info;
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public ShakeOnDeath(ShakeOnDeathInfo info)
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{
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this.Info = info;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageState == DamageState.Dead)
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self.World.WorldActor.Trait<ScreenShaker>().AddEffect(Info.Intensity, self.CenterLocation, 1);
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}
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}
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}
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48
OpenRA.Mods.RA/Buildings/SoundOnDamageTransition.cs
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48
OpenRA.Mods.RA/Buildings/SoundOnDamageTransition.cs
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@@ -0,0 +1,48 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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public class SoundOnDamageTransitionInfo : ITraitInfo
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{
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public readonly string DamagedSound;
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public readonly string DestroyedSound;
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public object Create(ActorInitializer init) { return new SoundOnDamageTransition(this);}
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}
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public class SoundOnDamageTransition : INotifyDamage
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{
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readonly SoundOnDamageTransitionInfo Info;
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public SoundOnDamageTransition( SoundOnDamageTransitionInfo info )
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{
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Info = info;
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}
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public virtual void Damaged(Actor self, AttackInfo e)
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{
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if (!e.DamageStateChanged)
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return;
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if (e.DamageState == DamageState.Dead)
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Sound.Play(Info.DestroyedSound, self.CenterLocation);
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else if (e.DamageState >= DamageState.Heavy && e.PreviousDamageState < DamageState.Heavy)
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Sound.Play(Info.DamagedSound, self.CenterLocation);
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}
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}
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}
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -326,6 +326,8 @@
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<Compile Include="AttackMedic.cs" />
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<Compile Include="Activities\Heal.cs" />
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<Compile Include="SupportPowers\SupportPowerManager.cs" />
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<Compile Include="Buildings\ShakeOnDeath.cs" />
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<Compile Include="Buildings\SoundOnDamageTransition.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -107,10 +107,7 @@ namespace OpenRA.Mods.RA.Render
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self.World.AddFrameEndTask(w => w.Add(new Explosion(w, Traits.Util.CenterOfCell(cell), "building", false, 0)));
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}
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else if (e.DamageState >= DamageState.Heavy && e.PreviousDamageState < DamageState.Heavy)
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{
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anim.ReplaceAnim("damaged-idle");
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound, self.CenterLocation);
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}
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else if (e.DamageState < DamageState.Heavy)
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anim.ReplaceAnim("idle");
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}
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@@ -35,10 +35,7 @@ namespace OpenRA.Mods.RA.Render
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if (!e.DamageStateChanged) return;
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if (e.DamageState >= DamageState.Heavy && e.PreviousDamageState < DamageState.Heavy)
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{
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anim.ReplaceAnim("damaged-idle");
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound, self.CenterLocation);
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}
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else if (e.DamageState < DamageState.Heavy)
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anim.ReplaceAnim("idle");
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}
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@@ -35,24 +35,14 @@ namespace OpenRA.Mods.RA.Render
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{
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if (!e.DamageStateChanged) return;
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var bi = self.Info.Traits.Get<BuildingInfo>();
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if (e.DamageState == DamageState.Medium && anim.HasSequence("scratched-idle"))
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seqName = "scratched-idle";
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else if (e.DamageState <= DamageState.Medium)
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seqName = "idle";
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else if (e.DamageState == DamageState.Critical && anim.HasSequence("critical-idle"))
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{
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seqName = "critical-idle";
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if (e.DamageState > e.PreviousDamageState)
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Sound.Play(bi.DamagedSound, self.CenterLocation);
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}
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else if (e.DamageState <= DamageState.Critical)
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{
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seqName = "damaged-idle";
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if (e.DamageState > e.PreviousDamageState)
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Sound.Play(bi.DamagedSound, self.CenterLocation);
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}
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anim.PlayFetchIndex(seqName, () => adjacentWalls);
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}
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