Add AttackSounds trait
This trait plays sounds when preparing to attack or attacking.
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@@ -481,6 +481,7 @@
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<Compile Include="Traits\Sound\CaptureNotification.cs" />
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<Compile Include="Traits\Sound\DeathSounds.cs" />
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<Compile Include="Traits\Sound\SoundOnDamageTransition.cs" />
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<Compile Include="Traits\Sound\AttackSounds.cs" />
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<Compile Include="Traits\SupplyTruck.cs" />
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<Compile Include="Traits\SupportPowers\AirstrikePower.cs" />
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<Compile Include="Traits\SupportPowers\GrantUpgradePower.cs" />
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80
OpenRA.Mods.Common/Traits/Sound/AttackSounds.cs
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80
OpenRA.Mods.Common/Traits/Sound/AttackSounds.cs
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@@ -0,0 +1,80 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Sound
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{
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[Desc("Played when preparing for an attack or attacking.")]
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public class AttackSoundsInfo : UpgradableTraitInfo
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{
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[Desc("Play a randomly selected sound from this list when preparing for an attack or attacking.")]
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public readonly string[] Sounds = { };
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[Desc("Delay in ticks before sound starts, either relative to attack preparation or attack.")]
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public readonly int Delay = 0;
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[Desc("Should the sound be delayed relative to preparation or actual attack?")]
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public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
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public override object Create(ActorInitializer init) { return new AttackSounds(init, this); }
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}
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public class AttackSounds : UpgradableTrait<AttackSoundsInfo>, INotifyAttack, ITick
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{
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readonly AttackSoundsInfo info;
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int tick;
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public AttackSounds(ActorInitializer init, AttackSoundsInfo info)
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: base(info)
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{
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this.info = info;
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}
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void PlaySound(Actor self)
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{
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if (info.Sounds.Any())
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Game.Sound.Play(info.Sounds.Random(self.World.SharedRandom), self.CenterPosition);
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}
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (info.DelayRelativeTo == AttackDelayType.Attack)
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{
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if (info.Delay > 0)
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tick = info.Delay;
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else
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PlaySound(self);
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}
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}
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void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (info.DelayRelativeTo == AttackDelayType.Preparation)
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{
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if (info.Delay > 0)
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tick = info.Delay;
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else
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PlaySound(self);
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}
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}
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void ITick.Tick(Actor self)
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{
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if (IsTraitDisabled)
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return;
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if (info.Delay > 0 && --tick == 0)
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PlaySound(self);
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}
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}
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}
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