Files
OpenRA/OpenRA.Mods.Common/Traits/Sound/SoundOnDamageTransition.cs
2021-12-06 13:19:28 +01:00

61 lines
1.9 KiB
C#

#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 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<string>();
[Desc("Play a random sound from this list when destroyed.")]
public readonly string[] DestroyedSounds = Array.Empty<string>();
[Desc("DamageType(s) that trigger the sounds. Leave empty to always trigger a sound.")]
public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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);
}
}
}
}