#region Copyright & License Information /* * Copyright 2007-2016 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 OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Sound { public class SoundOnDamageTransitionInfo : ITraitInfo { [Desc("Play a random sound from this list when damaged.")] public readonly string[] DamagedSounds = { }; [Desc("Play a random sound from this list when destroyed.")] public readonly string[] DestroyedSounds = { }; public object Create(ActorInitializer init) { return new SoundOnDamageTransition(this); } } public class SoundOnDamageTransition : INotifyDamageStateChanged { readonly SoundOnDamageTransitionInfo info; public SoundOnDamageTransition(SoundOnDamageTransitionInfo info) { this.info = info; } public void DamageStateChanged(Actor self, AttackInfo e) { var rand = Game.CosmeticRandom; if (e.DamageState == DamageState.Dead) { var sound = info.DestroyedSounds.RandomOrDefault(rand); Game.Sound.Play(sound, self.CenterPosition); } else if (e.DamageState >= DamageState.Heavy && e.PreviousDamageState < DamageState.Heavy) { var sound = info.DamagedSounds.RandomOrDefault(rand); Game.Sound.Play(sound, self.CenterPosition); } } } }