Files
OpenRA/OpenRA.Game/Traits/Submarine.cs
2010-02-27 21:10:22 +13:00

86 lines
2.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Traits
{
class SubmarineInfo : ITraitInfo
{
public readonly float SubmergeDelay = 1.2f; // Seconds
public readonly string SubmergeSound = "subshow1.aud";
public readonly string SurfaceSound = "subshow1.aud";
public object Create(Actor self) { return new Submarine(self); }
}
class Submarine : IRenderModifier, INotifyAttack, ITick, INotifyDamage
{
[Sync]
int remainingSurfaceTime = 2; /* setup for initial dive */
Actor self;
public Submarine(Actor self)
{
this.self = self;
}
void DoSurface()
{
if (remainingSurfaceTime <= 0)
OnSurface();
remainingSurfaceTime = (int)(self.Info.Traits.Get<SubmarineInfo>().SubmergeDelay * 25);
}
public void Attacking(Actor self) { DoSurface(); }
public void Damaged(Actor self, AttackInfo e) { DoSurface(); }
public IEnumerable<Renderable>
ModifyRender(Actor self, IEnumerable<Renderable> rs)
{
if (remainingSurfaceTime > 0)
return rs;
if (self.Owner == self.World.LocalPlayer)
return rs.Select(a => a.WithPalette("shadow"));
else
return new Renderable[] { };
}
public void Tick(Actor self)
{
if (remainingSurfaceTime > 0)
if (--remainingSurfaceTime <= 0)
OnDive();
}
void OnSurface()
{
Sound.Play(self.Info.Traits.Get<SubmarineInfo>().SurfaceSound);
}
void OnDive()
{
Sound.Play(self.Info.Traits.Get<SubmarineInfo>().SubmergeSound);
}
}
}