Make AmbientSound upgradable and add customisable interval

This commit is contained in:
reaperrr
2015-10-26 17:29:07 +01:00
parent b6229fd456
commit bbf5a4a06d

View File

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