Refactor RandomDelay:

Allow different types of random
and reflect other use cases by renaming.
This commit is contained in:
Matthias Mailänder
2021-09-20 13:39:22 +02:00
committed by abcdefg30
parent 3a7aeb5324
commit a2a668077c
6 changed files with 10 additions and 10 deletions

View File

@@ -41,7 +41,7 @@ namespace OpenRA.Mods.Common.Traits.Sound
public AmbientSound(Actor self, AmbientSoundInfo info)
: base(info)
{
delay = Util.RandomDelay(self.World, info.Delay);
delay = Util.RandomInRange(self.World.SharedRandom, info.Delay);
loop = Info.Interval.Length == 0 || (Info.Interval.Length == 1 && Info.Interval[0] == 0);
}
@@ -71,7 +71,7 @@ namespace OpenRA.Mods.Common.Traits.Sound
{
StartSound(self);
if (!loop)
delay = Util.RandomDelay(self.World, Info.Interval);
delay = Util.RandomInRange(self.World.SharedRandom, Info.Interval);
}
}
@@ -101,7 +101,7 @@ namespace OpenRA.Mods.Common.Traits.Sound
currentSounds.Clear();
}
protected override void TraitEnabled(Actor self) { delay = Util.RandomDelay(self.World, Info.Delay); }
protected override void TraitEnabled(Actor self) { delay = Util.RandomInRange(self.World.SharedRandom, Info.Delay); }
protected override void TraitDisabled(Actor self) { StopSound(); }
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self) { StopSound(); }