Files
OpenRA/OpenRA.Mods.Common/Traits/Sound/SoundOnDamageTransition.cs
2015-09-20 14:11:06 +01:00

53 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 OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class SoundOnDamageTransitionInfo : ITraitInfo
{
[Desc("Play a random sound from this list when damaged.")]
public readonly string[] DamagedSounds = { };
[Desc("Play a random sound from this list when destroyed.")]
public readonly string[] DestroyedSounds = { };
public object Create(ActorInitializer init) { return new SoundOnDamageTransition(this); }
}
public class SoundOnDamageTransition : INotifyDamageStateChanged
{
readonly SoundOnDamageTransitionInfo info;
public SoundOnDamageTransition(SoundOnDamageTransitionInfo info)
{
this.info = info;
}
public void DamageStateChanged(Actor self, AttackInfo e)
{
var rand = Game.CosmeticRandom;
if (e.DamageState == DamageState.Dead)
{
var sound = info.DestroyedSounds.RandomOrDefault(rand);
Game.Sound.Play(sound, self.CenterPosition);
}
else if (e.DamageState >= DamageState.Heavy && e.PreviousDamageState < DamageState.Heavy)
{
var sound = info.DamagedSounds.RandomOrDefault(rand);
Game.Sound.Play(sound, self.CenterPosition);
}
}
}
}