low pass filter to sounds playing at distance, "armored" limbs, moved playing damagesounds from attack to IDamageable
This commit is contained in:
@@ -654,10 +654,8 @@ namespace Subsurface
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}
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}
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public void AddDamage(Vector2 position, float amount, float bleedingAmount, float stun)
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public void AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound = false)
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{
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int bloodAmount = 0;
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animController.StunTimer = Math.Max(animController.StunTimer, stun);
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Limb closestLimb = null;
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@@ -676,35 +674,9 @@ namespace Subsurface
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if (pull != Vector2.Zero) pull = Vector2.Normalize(pull);
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closestLimb.body.ApplyForce(pull*Math.Min(amount*100.0f, 100.0f));
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closestLimb.Bleeding += bleedingAmount;
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closestLimb.Damage += amount;
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bloodAmount = (int)Math.Min((int)(amount*2.0f),20);
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//if (closestLimb.Damage>=100.0f)
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//{
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// bloodAmount *= 2;
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// foreach (var joint in animController.limbJoints)
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// {
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// if (!(joint.BodyA == closestLimb.body.FarseerBody) && !(joint.BodyB == closestLimb.body.FarseerBody)) continue;
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// joint.Enabled = false;
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// break;
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// }
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//}
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for (int i = 0; i < bloodAmount; i++)
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{
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Vector2 particleVel = closestLimb.SimPosition-position;
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if (particleVel != Vector2.Zero) particleVel = Vector2.Normalize(particleVel);
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closestLimb.AddDamage(position, damageType, amount, bleedingAmount, playSound);
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Game1.particleManager.CreateParticle("blood",
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closestLimb.SimPosition,
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particleVel * ToolBox.RandomFloat(1.0f,3.0f));
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}
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for (int i = 0; i < bloodAmount / 2; i++)
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{
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Game1.particleManager.CreateParticle("waterblood",closestLimb.SimPosition,Vector2.Zero);
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}
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}
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public void Stun()
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@@ -41,12 +41,15 @@ namespace Subsurface
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public readonly bool ignoreCollisions;
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private float maxHealth;
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private readonly float maxHealth;
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private float damage;
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private float bleeding;
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public readonly float impactTolerance;
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private readonly Vector2 armorSector;
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private readonly float armorValue;
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Sound hitSound;
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//a timer for delaying when a hitsound/attacksound can be played again
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public float soundTimer;
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@@ -206,6 +209,12 @@ namespace Subsurface
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steerForce = ToolBox.GetAttributeFloat(element, "steerforce", 0.0f);
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maxHealth = Math.Max(ToolBox.GetAttributeFloat(element, "health", 100.0f),1.0f);
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armorSector = ToolBox.GetAttributeVector2(element, "armorsector", Vector2.Zero);
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armorSector.X = MathHelper.ToRadians(armorSector.X);
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armorSector.Y = MathHelper.ToRadians(armorSector.Y);
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armorValue = Math.Max(ToolBox.GetAttributeFloat(element, "armor", 1.0f), 1.0f);
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body.BodyType = BodyType.Dynamic;
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body.FarseerBody.AngularDamping = LimbAngularDamping;
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@@ -248,6 +257,62 @@ namespace Subsurface
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body.ApplyLinearImpulse((deltaPos - vel * 0.5f) * body.Mass, pullPos);
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}
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public void AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, bool playSound)
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{
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DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
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if (armorSector != Vector2.Zero)
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{
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float rot = body.Rotation;
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if (Dir == -1) rot -= MathHelper.Pi;
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Vector2 armorLimits = new Vector2(rot-armorSector.X*Dir, rot-armorSector.Y*Dir);
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float mid = (armorLimits.X + armorLimits.Y) / 2.0f;
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float angleDiff = ToolBox.GetShortestAngle(ToolBox.VectorToAngle(position - SimPosition), mid);
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if (Math.Abs(angleDiff) < (armorSector.Y-armorSector.X) / 2.0f) return;
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}
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if (playSound)
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{
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AmbientSoundManager.PlayDamageSound(damageSoundType, amount, position);
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}
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Bleeding += bleedingAmount;
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Damage += amount;
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float bloodAmount = (int)Math.Min((int)(amount * 2.0f), 20);
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//if (closestLimb.Damage>=100.0f)
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//{
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// bloodAmount *= 2;
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// foreach (var joint in animController.limbJoints)
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// {
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// if (!(joint.BodyA == closestLimb.body.FarseerBody) && !(joint.BodyB == closestLimb.body.FarseerBody)) continue;
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// joint.Enabled = false;
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// break;
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// }
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//}
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for (int i = 0; i < bloodAmount; i++)
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{
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Vector2 particleVel = SimPosition - position;
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if (particleVel != Vector2.Zero) particleVel = Vector2.Normalize(particleVel);
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Game1.particleManager.CreateParticle("blood",
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SimPosition,
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particleVel * ToolBox.RandomFloat(1.0f, 3.0f));
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}
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for (int i = 0; i < bloodAmount / 2; i++)
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{
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Game1.particleManager.CreateParticle("waterblood", SimPosition, Vector2.Zero);
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}
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}
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public void Update(float deltaTime)
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{
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if (LinearVelocity.X>100.0f)
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@@ -8,11 +8,11 @@ using System.Xml.Linq;
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namespace Subsurface
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{
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public enum DamageType { None, Blunt, Slash };
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class Attack
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{
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public enum DamageType { None, Blunt, Slash };
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public enum Type
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{
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@@ -70,26 +70,26 @@ namespace Subsurface
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public void DoDamage(IDamageable target, Vector2 position, float deltaTime, bool playSound=true)
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{
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float damageAmount = 0.0f;
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DamageSoundType damageSoundType = DamageSoundType.None;
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//DamageSoundType damageSoundType = DamageSoundType.None;
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if (target as Character == null)
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{
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damageAmount = structureDamage;
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damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt: DamageSoundType.StructureSlash;
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//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt: DamageSoundType.StructureSlash;
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}
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else
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{
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damageAmount = damage;
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damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
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//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
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}
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if (playSound) AmbientSoundManager.PlayDamageSound(damageSoundType, damageAmount, position);
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//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
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//if (playSound) AmbientSoundManager.PlayDamageSound(damageSoundType, damageAmount, position);
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if (duration > 0.0f) damageAmount *= deltaTime;
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float bleedingAmount = (duration == 0.0f) ? bleedingDamage : bleedingDamage * deltaTime;
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if (damageAmount>0.0f) target.AddDamage(position, damageAmount, bleedingAmount, stun);
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if (damageAmount>0.0f) target.AddDamage(position, damageType, damageAmount, bleedingAmount, stun, playSound);
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}
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}
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}
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.IO;
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using System.Linq;
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using System.Xml.Linq;
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@@ -9,6 +10,7 @@ namespace Subsurface
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class StatusEffect
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{
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[Flags]
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public enum Target
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{
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@@ -20,6 +22,8 @@ namespace Subsurface
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public string[] propertyNames;
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private object[] propertyEffects;
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private bool disableDeltaTime;
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private string[] onContainingNames;
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@@ -60,7 +64,9 @@ namespace Subsurface
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{
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IEnumerable<XAttribute> attributes = element.Attributes();
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List<XAttribute> propertyAttributes = new List<XAttribute>();
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disableDeltaTime = ToolBox.GetAttributeBool(element, "disabledeltatime", false);
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foreach (XAttribute attribute in attributes)
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{
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switch (attribute.Name.ToString())
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@@ -179,13 +185,14 @@ namespace Subsurface
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protected void ApplyToProperty(ObjectProperty property, object value, float deltaTime)
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{
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if (disableDeltaTime) deltaTime = 1.0f;
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Type type = value.GetType();
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if (type == typeof(float))
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{
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property.TrySetValue((float)property.GetValue() + (float)value * deltaTime);
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}
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if (type == typeof(int))
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else if (type == typeof(int))
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{
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property.TrySetValue((int)property.GetValue() + (int)value * deltaTime);
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}
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