Files
OpenRA/OpenRA.Mods.Common/Traits/Sound/DeathSounds.cs
Zimmermann Gyula cf8fff2b99 Remove passing the warheads from DamageWarhead to AttackInfo.
Added a Damage class to pass damage value and damage(types) instead.
This removes a great amount of overhead and longterm opens possibilities to have damagetypes without warheads.
2016-07-12 10:09:49 +02:00

47 lines
1.5 KiB
C#

#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 System.Collections.Generic;
using OpenRA.Mods.Common.Warheads;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Sound
{
[Desc("Sounds to play when killed.")]
public class DeathSoundsInfo : ITraitInfo
{
[Desc("Death notification voice.")]
[VoiceReference] public readonly string Voice = "Die";
[Desc("Multiply volume with this factor.")]
public readonly float VolumeMultiplier = 1f;
[Desc("Damage types that this should be used for (defined on the warheads).",
"If empty, this will be used as the default sound for all death types.")]
public readonly HashSet<string> DeathTypes = new HashSet<string>();
public object Create(ActorInitializer init) { return new DeathSounds(this); }
}
public class DeathSounds : INotifyKilled
{
readonly DeathSoundsInfo info;
public DeathSounds(DeathSoundsInfo info) { this.info = info; }
public void Killed(Actor self, AttackInfo e)
{
if (info.DeathTypes.Count == 0 || e.Damage.DamageTypes.Overlaps(info.DeathTypes))
self.PlayVoiceLocal(info.Voice, info.VolumeMultiplier);
}
}
}