#region Copyright & License Information /* * Copyright 2007-2021 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 System.Linq; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Sound { [Desc("Played when preparing for an attack or attacking.")] public class AttackSoundsInfo : ConditionalTraitInfo { [Desc("Play a randomly selected sound from this list when preparing for an attack or attacking.")] public readonly string[] Sounds = Array.Empty(); [Desc("Delay in ticks before sound starts, either relative to attack preparation or attack.")] public readonly int Delay = 0; [Desc("Should the sound be delayed relative to preparation or actual attack?")] public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation; public override object Create(ActorInitializer init) { return new AttackSounds(this); } } public class AttackSounds : ConditionalTrait, INotifyAttack, ITick { readonly AttackSoundsInfo info; int tick; public AttackSounds(AttackSoundsInfo info) : base(info) { this.info = info; } void PlaySound(Actor self) { if (info.Sounds.Any()) Game.Sound.Play(SoundType.World, info.Sounds, self.World, self.CenterPosition); } void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel) { if (info.DelayRelativeTo == AttackDelayType.Attack) { if (info.Delay > 0) tick = info.Delay; else PlaySound(self); } } void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel) { if (info.DelayRelativeTo == AttackDelayType.Preparation) { if (info.Delay > 0) tick = info.Delay; else PlaySound(self); } } void ITick.Tick(Actor self) { if (IsTraitDisabled) return; if (info.Delay > 0 && --tick == 0) PlaySound(self); } } }