Refactor RandomDelay:
Allow different types of random and reflect other use cases by renaming.
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abcdefg30
parent
3a7aeb5324
commit
a2a668077c
@@ -41,7 +41,7 @@ namespace OpenRA.Mods.Common.Traits.Sound
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public AmbientSound(Actor self, AmbientSoundInfo info)
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: base(info)
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{
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delay = Util.RandomDelay(self.World, info.Delay);
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delay = Util.RandomInRange(self.World.SharedRandom, info.Delay);
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loop = Info.Interval.Length == 0 || (Info.Interval.Length == 1 && Info.Interval[0] == 0);
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}
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@@ -71,7 +71,7 @@ namespace OpenRA.Mods.Common.Traits.Sound
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{
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StartSound(self);
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if (!loop)
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delay = Util.RandomDelay(self.World, Info.Interval);
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delay = Util.RandomInRange(self.World.SharedRandom, Info.Interval);
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}
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}
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@@ -101,7 +101,7 @@ namespace OpenRA.Mods.Common.Traits.Sound
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currentSounds.Clear();
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}
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protected override void TraitEnabled(Actor self) { delay = Util.RandomDelay(self.World, Info.Delay); }
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protected override void TraitEnabled(Actor self) { delay = Util.RandomInRange(self.World.SharedRandom, Info.Delay); }
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protected override void TraitDisabled(Actor self) { StopSound(); }
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self) { StopSound(); }
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