low pass filter to sounds playing at distance, "armored" limbs, moved playing damagesounds from attack to IDamageable

This commit is contained in:
Regalis
2015-06-01 22:20:17 +03:00
parent 95c0d41023
commit 1f42e4a4db
32 changed files with 331 additions and 175 deletions

View File

@@ -654,10 +654,8 @@ namespace Subsurface
}
}
public void AddDamage(Vector2 position, float amount, float bleedingAmount, float stun)
public void AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound = false)
{
int bloodAmount = 0;
animController.StunTimer = Math.Max(animController.StunTimer, stun);
Limb closestLimb = null;
@@ -676,35 +674,9 @@ namespace Subsurface
if (pull != Vector2.Zero) pull = Vector2.Normalize(pull);
closestLimb.body.ApplyForce(pull*Math.Min(amount*100.0f, 100.0f));
closestLimb.Bleeding += bleedingAmount;
closestLimb.Damage += amount;
bloodAmount = (int)Math.Min((int)(amount*2.0f),20);
//if (closestLimb.Damage>=100.0f)
//{
// bloodAmount *= 2;
// foreach (var joint in animController.limbJoints)
// {
// if (!(joint.BodyA == closestLimb.body.FarseerBody) && !(joint.BodyB == closestLimb.body.FarseerBody)) continue;
// joint.Enabled = false;
// break;
// }
//}
for (int i = 0; i < bloodAmount; i++)
{
Vector2 particleVel = closestLimb.SimPosition-position;
if (particleVel != Vector2.Zero) particleVel = Vector2.Normalize(particleVel);
closestLimb.AddDamage(position, damageType, amount, bleedingAmount, playSound);
Game1.particleManager.CreateParticle("blood",
closestLimb.SimPosition,
particleVel * ToolBox.RandomFloat(1.0f,3.0f));
}
for (int i = 0; i < bloodAmount / 2; i++)
{
Game1.particleManager.CreateParticle("waterblood",closestLimb.SimPosition,Vector2.Zero);
}
}
public void Stun()