61 lines
1.9 KiB
C#
61 lines
1.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Sound
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{
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public class SoundOnDamageTransitionInfo : TraitInfo
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{
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[Desc("Play a random sound from this list when damaged.")]
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public readonly string[] DamagedSounds = Array.Empty<string>();
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[Desc("Play a random sound from this list when destroyed.")]
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public readonly string[] DestroyedSounds = Array.Empty<string>();
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[Desc("DamageType(s) that trigger the sounds. Leave empty to always trigger a sound.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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public override object Create(ActorInitializer init) { return new SoundOnDamageTransition(this); }
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}
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public class SoundOnDamageTransition : INotifyDamageStateChanged
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{
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readonly SoundOnDamageTransitionInfo info;
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public SoundOnDamageTransition(SoundOnDamageTransitionInfo info)
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{
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this.info = info;
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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if (!info.DamageTypes.IsEmpty && !e.Damage.DamageTypes.Overlaps(info.DamageTypes))
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return;
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var rand = Game.CosmeticRandom;
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if (e.DamageState == DamageState.Dead)
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{
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var sound = info.DestroyedSounds.RandomOrDefault(rand);
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Game.Sound.Play(SoundType.World, sound, self.CenterPosition);
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}
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else if (e.DamageState >= DamageState.Heavy && e.PreviousDamageState < DamageState.Heavy)
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{
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var sound = info.DamagedSounds.RandomOrDefault(rand);
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Game.Sound.Play(SoundType.World, sound, self.CenterPosition);
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}
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}
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}
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}
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