Make AmbientSound upgradable and add customisable interval
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@@ -13,22 +13,61 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Plays a looping audio file at the actor position. Attach this to the `World` actor to cover the whole map.")]
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class AmbientSoundInfo : ITraitInfo
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class AmbientSoundInfo : UpgradableTraitInfo
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{
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[FieldLoader.Require]
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public readonly string SoundFile = null;
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public object Create(ActorInitializer init) { return new AmbientSound(init.Self, this); }
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[Desc("Interval between playing the sound (in ticks).")]
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public readonly int Interval = 0;
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public override object Create(ActorInitializer init) { return new AmbientSound(init.Self, this); }
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}
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class AmbientSound
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class AmbientSound : UpgradableTrait<AmbientSoundInfo>, ITick
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{
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ISound currentSound;
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bool wasDisabled = true;
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int interval;
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public AmbientSound(Actor self, AmbientSoundInfo info)
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: base(info)
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{
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interval = info.Interval;
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}
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public void Tick(Actor self)
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{
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if (IsTraitDisabled)
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{
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Game.Sound.StopSound(currentSound);
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currentSound = null;
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wasDisabled = true;
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return;
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}
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if (wasDisabled && Info.Interval <= 0)
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{
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if (self.OccupiesSpace != null)
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currentSound = Game.Sound.PlayLooped(Info.SoundFile, self.CenterPosition);
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else
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currentSound = Game.Sound.PlayLooped(Info.SoundFile);
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}
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wasDisabled = false;
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if (Info.Interval <= 0)
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return;
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if (interval-- > 0)
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return;
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interval = Info.Interval;
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if (self.OccupiesSpace != null)
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Game.Sound.PlayLooped(info.SoundFile, self.CenterPosition);
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Game.Sound.Play(Info.SoundFile, self.CenterPosition);
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else
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Game.Sound.PlayLooped(info.SoundFile);
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Game.Sound.Play(Info.SoundFile);
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}
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}
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}
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