Files
OpenRA/OpenRA.Mods.Common/Traits/Sound/DeathSounds.cs
reaperrr 5f68516070 Cleaned up IVoiced-related code.
Added Volume control and descriptions to Voiced.

Streamline voice checks in WorldUtils and DeathSounds.
2015-05-22 01:51:54 +02:00

49 lines
1.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Sounds to play when killed.")]
public class DeathSoundsInfo : ITraitInfo
{
[Desc("Death notification voice.")]
public readonly string DeathSound = "Die";
[Desc("Multiply volume with this factor.")]
public readonly float VolumeMultiplier = 1f;
[Desc("DeathTypes that this should be used for. If empty, this will be used as the default sound.")]
public readonly string[] DeathTypes = { };
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)
{
// Killed by some non-standard means
if (e.Warhead == null)
return;
if (info.DeathTypes.Contains(e.Warhead.DeathType) || (!info.DeathTypes.Any() &&
!self.Info.Traits.WithInterface<DeathSoundsInfo>().Any(dsi => dsi.DeathTypes.Contains(e.Warhead.DeathType))))
foreach (var voiced in self.TraitsImplementing<IVoiced>())
voiced.PlayVoiceLocal(self, info.DeathSound, self.Owner.Country.Race, info.VolumeMultiplier);
}
}
}