Sonar Pulse power. It still doesn't do anything.

This commit is contained in:
Paul Chote
2010-12-05 22:44:32 +13:00
parent 6b05b2c2f0
commit c465a58976
2 changed files with 8 additions and 23 deletions

View File

@@ -9,7 +9,7 @@
#endregion
using OpenRA.Traits;
/*
namespace OpenRA.Mods.RA
{
public class SonarPulsePowerInfo : SupportPowerInfo
@@ -17,31 +17,15 @@ namespace OpenRA.Mods.RA
public override object Create(ActorInitializer init) { return new SonarPulsePower(init.self, this); }
}
public class SonarPulsePower : SupportPower, IResolveOrder
public class SonarPulsePower : SupportPower
{
public SonarPulsePower(Actor self, SonarPulsePowerInfo info) : base(self, info) { }
protected override void OnBeginCharging() { }
protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, "pulse1.aud"); }
protected override void OnActivate()
public override void Activate(Actor self, Order order)
{
Self.World.IssueOrder(new Order("SonarPulse", Owner.PlayerActor, false));
}
// TODO: Reveal submarines
public void ResolveOrder(Actor self, Order order)
{
if (!IsReady) return;
if (order.OrderString == "SonarPulse")
{
// TODO: Reveal submarines
// Should this play for all players?
Sound.Play("sonpulse.aud");
FinishActivate();
}
// Should this play for all players?
Sound.Play("sonpulse.aud");
}
}
}
*/