Option to configure damage sounds for structures with a specific tag, some new sounds
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@@ -28,11 +28,15 @@ namespace Barotrauma
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public readonly Sound sound;
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public DamageSound(Sound sound, Vector2 damageRange, DamageSoundType damageType)
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public readonly string requiredTag;
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public DamageSound(Sound sound, Vector2 damageRange, DamageSoundType damageType, string requiredTag = "")
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{
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this.sound = sound;
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this.damageRange = damageRange;
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this.damageType = damageType;
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this.requiredTag = requiredTag;
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}
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}
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@@ -154,10 +158,13 @@ namespace Barotrauma
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if (damageSound == null) continue;
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DamageSoundType damageSoundType = DamageSoundType.None;
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Enum.TryParse<DamageSoundType>(ToolBox.GetAttributeString(subElement, "damagesoundtype", "None"), false, out damageSoundType);
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damageSounds.Add(new DamageSound(
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damageSound, ToolBox.GetAttributeVector2(subElement, "damagerange", new Vector2(0.0f, 100.0f)), damageSoundType));
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damageSound,
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ToolBox.GetAttributeVector2(subElement, "damagerange", new Vector2(0.0f, 100.0f)),
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damageSoundType,
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ToolBox.GetAttributeString(subElement, "requiredtag", "")));
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break;
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default:
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@@ -390,10 +397,15 @@ namespace Barotrauma
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PlayDamageSound(damageType, damage, bodyPosition, 800.0f);
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}
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public static void PlayDamageSound(DamageSoundType damageType, float damage, Vector2 position, float range = 2000.0f)
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public static void PlayDamageSound(DamageSoundType damageType, float damage, Vector2 position, float range = 2000.0f, List<string> tags = null)
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{
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damage = MathHelper.Clamp(damage+Rand.Range(-10.0f, 10.0f), 0.0f, 100.0f);
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var sounds = damageSounds.Where(x => damage >= x.damageRange.X && damage <= x.damageRange.Y && x.damageType == damageType).ToList();
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var sounds = damageSounds.FindAll(s =>
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damage >= s.damageRange.X &&
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damage <= s.damageRange.Y &&
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s.damageType == damageType &&
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(string.IsNullOrEmpty(s.requiredTag) || (tags != null && tags.Contains(s.requiredTag))));
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if (!sounds.Any()) return;
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int selectedSound = Rand.Int(sounds.Count);
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