Added Volume control and descriptions to Voiced. Streamline voice checks in WorldUtils and DeathSounds.
76 lines
2.0 KiB
C#
76 lines
2.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This actor has a voice.")]
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public class VoicedInfo : ITraitInfo
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{
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[Desc("Which voice set to use.")]
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[VoiceReference] public readonly string VoiceSet = null;
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[Desc("Multiply volume with this factor.")]
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public readonly float Volume = 1f;
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public object Create(ActorInitializer init) { return new Voiced(init.Self, this); }
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}
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public class Voiced : IVoiced
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{
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public readonly VoicedInfo Info;
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public Voiced(Actor self, VoicedInfo info)
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{
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Info = info;
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}
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public string VoiceSet { get { return Info.VoiceSet; } }
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public bool PlayVoice(Actor self, string phrase, string variant)
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{
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if (phrase == null)
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return false;
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if (string.IsNullOrEmpty(Info.VoiceSet))
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return false;
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var type = Info.VoiceSet.ToLowerInvariant();
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var volume = Info.Volume;
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return Sound.PlayPredefined(self.World.Map.Rules, null, self, type, phrase, variant, true, WPos.Zero, volume, true);
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}
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public bool PlayVoiceLocal(Actor self, string phrase, string variant, float volume)
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{
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if (phrase == null)
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return false;
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if (string.IsNullOrEmpty(Info.VoiceSet))
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return false;
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var type = Info.VoiceSet.ToLowerInvariant();
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return Sound.PlayPredefined(self.World.Map.Rules, null, self, type, phrase, variant, false, self.CenterPosition, volume, true);
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}
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public bool HasVoice(Actor self, string voice)
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{
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if (string.IsNullOrEmpty(Info.VoiceSet))
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return false;
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var voices = self.World.Map.Rules.Voices[Info.VoiceSet.ToLowerInvariant()];
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return voices != null && voices.Voices.ContainsKey(voice);
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}
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}
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}
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