Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Characters/Attack.cs
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00

51 lines
1.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using Barotrauma.Particles;
namespace Barotrauma
{
partial class Attack
{
private Sound sound;
private ParticleEmitterPrefab particleEmitterPrefab;
partial void InitProjSpecific(XElement element)
{
string soundPath = ToolBox.GetAttributeString(element, "sound", "");
if (!string.IsNullOrWhiteSpace(soundPath))
{
sound = Sound.Load(soundPath);
}
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "particleemitter":
particleEmitterPrefab = new ParticleEmitterPrefab(subElement);
break;
}
}
}
partial void DamageParticles(Vector2 worldPosition)
{
if (particleEmitterPrefab != null)
{
particleEmitterPrefab.Emit(worldPosition);
}
if (sound != null)
{
sound.Play(1.0f, 500.0f, worldPosition);
}
}
}
}