#region Copyright & License Information /* * Copyright 2007-2022 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Sound { public class SoundOnDamageTransitionInfo : TraitInfo { [Desc("Play a random sound from this list when damaged.")] public readonly string[] DamagedSounds = Array.Empty(); [Desc("Play a random sound from this list when destroyed.")] public readonly string[] DestroyedSounds = Array.Empty(); [Desc("DamageType(s) that trigger the sounds. Leave empty to always trigger a sound.")] public readonly BitSet DamageTypes = default; public override object Create(ActorInitializer init) { return new SoundOnDamageTransition(this); } } public class SoundOnDamageTransition : INotifyDamageStateChanged { readonly SoundOnDamageTransitionInfo info; public SoundOnDamageTransition(SoundOnDamageTransitionInfo info) { this.info = info; } void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e) { if (!info.DamageTypes.IsEmpty && !e.Damage.DamageTypes.Overlaps(info.DamageTypes)) return; var rand = Game.CosmeticRandom; if (e.DamageState == DamageState.Dead) { var sound = info.DestroyedSounds.RandomOrDefault(rand); Game.Sound.Play(SoundType.World, sound, self.CenterPosition); } else if (e.DamageState >= DamageState.Heavy && e.PreviousDamageState < DamageState.Heavy) { var sound = info.DamagedSounds.RandomOrDefault(rand); Game.Sound.Play(SoundType.World, sound, self.CenterPosition); } } } }