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.
47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 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.Collections.Generic;
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using OpenRA.Mods.Common.Warheads;
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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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[Desc("Sounds to play when killed.")]
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public class DeathSoundsInfo : ITraitInfo
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{
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[Desc("Death notification voice.")]
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[VoiceReference] public readonly string Voice = "Die";
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[Desc("Multiply volume with this factor.")]
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public readonly float VolumeMultiplier = 1f;
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[Desc("Damage types that this should be used for (defined on the warheads).",
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"If empty, this will be used as the default sound for all death types.")]
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public readonly HashSet<string> DeathTypes = new HashSet<string>();
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public object Create(ActorInitializer init) { return new DeathSounds(this); }
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}
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public class DeathSounds : INotifyKilled
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{
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readonly DeathSoundsInfo info;
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public DeathSounds(DeathSoundsInfo info) { this.info = info; }
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public void Killed(Actor self, AttackInfo e)
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{
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if (info.DeathTypes.Count == 0 || e.Damage.DamageTypes.Overlaps(info.DeathTypes))
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self.PlayVoiceLocal(info.Voice, info.VolumeMultiplier);
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}
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}
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}
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