Un-hardcode production audio

This commit is contained in:
Paul Chote
2010-01-31 21:22:31 +13:00
parent 1038a9a7e8
commit ca8acee224
4 changed files with 29 additions and 8 deletions

View File

@@ -961,8 +961,10 @@ namespace OpenRa
void StartProduction( World world, string item )
{
var queueInfo = world.LocalPlayer.PlayerActor.Info.Traits.Get<ProductionQueueInfo>();
var unit = Rules.Info[item];
Sound.Play(unit.Traits.Contains<BuildingInfo>() ? "abldgin1.aud" : "train1.aud");
Sound.Play(unit.Traits.Contains<BuildingInfo>() ? queueInfo.BuildingSelectAudio : queueInfo.UnitSelectAudio);
Game.IssueOrder(Order.StartProduction(world.LocalPlayer, item));
}
@@ -971,9 +973,10 @@ namespace OpenRa
var player = world.LocalPlayer;
var unit = Rules.Info[item];
var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>();
var queueInfo = player.PlayerActor.Info.Traits.Get<Traits.ProductionQueueInfo>();
var producing = queue.AllItems(unit.Category).FirstOrDefault( a => a.Item == item );
Sound.Play("ramenu1.aud");
Sound.Play(queueInfo.ClickAudio);
if (isLmb)
{
@@ -1002,12 +1005,12 @@ namespace OpenRa
// instant cancel of things we havent really started yet, and things that are finished
if (producing.Paused || producing.Done || producing.TotalCost == producing.RemainingCost)
{
Sound.Play("cancld1.aud");
Sound.Play(queueInfo.CancelledAudio);
Game.IssueOrder(Order.CancelProduction(player, item));
}
else
{
Sound.Play("onhold1.aud");
Sound.Play(queueInfo.OnHoldAudio);
Game.IssueOrder(Order.PauseProduction(player, item, true));
}
}

View File

@@ -32,7 +32,8 @@ namespace OpenRa.Orders
if (!world.CanPlaceBuilding( Building, BuildingInfo, topLeft, null)
|| !world.IsCloseEnoughToBase(Producer.Owner, Building, BuildingInfo, topLeft))
{
Sound.Play("nodeply1.aud");
var queueInfo = world.LocalPlayer.PlayerActor.Info.Traits.Get<ProductionQueueInfo>();
Sound.Play(queueInfo.BuildingCannotPlaceAudio);
yield break;
}

View File

@@ -8,6 +8,15 @@ namespace OpenRa.Traits
{
class ProductionQueueInfo : ITraitInfo
{
public readonly string BuildingSelectAudio = "abldgin1.aud";
public readonly string BuildingReadyAudio = "conscmp1.aud";
public readonly string BuildingCannotPlaceAudio = "nodeply1.aud";
public readonly string UnitSelectAudio = "train1.aud";
public readonly string UnitReadyAudio = "unitrdy1.aud";
public readonly string OnHoldAudio = "onhold1.aud";
public readonly string CancelledAudio = "cancld1.aud";
public readonly string ClickAudio = "ramenu1.aud";
public object Create(Actor self) { return new ProductionQueue(self); }
}
@@ -55,7 +64,7 @@ namespace OpenRa.Traits
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if( !hasPlayedSound )
{
Sound.PlayToPlayer( order.Player, isBuilding ? "conscmp1.aud" : "unitrdy1.aud" );
Sound.PlayToPlayer( order.Player, isBuilding ? self.Info.Traits.Get<ProductionQueueInfo>().BuildingReadyAudio : self.Info.Traits.Get<ProductionQueueInfo>().UnitReadyAudio );
hasPlayedSound = true;
}
if( !isBuilding )

View File

@@ -1,5 +1,13 @@
Player:
ProductionQueue:
BuildingSelectAudio: bldging1.aud
BuildingReadyAudio: constru1.aud
BuildingCannotPlaceAudio: deploy1.aud
UnitSelectAudio: bldging1.aud
UnitReadyAudio: unitredy.aud
OnHoldAudio: onhold1.aud
CancelledAudio: cancel1.aud
ClickAudio: button.aud
PlaceBuilding:
World:
@@ -93,8 +101,8 @@ PROC:
Prerequisites: nuke
Owner: allies,soviet
Cost: 2000
Description: Ore Refinery
LongDesc: Converts Ore and Gems into money
Description: Tiberium Refinery
LongDesc: Processes Tiberium into useable resources
Building:
Power: -30
Footprint: _x_ xxx x==