Sound file reorganization
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@@ -24,7 +24,7 @@ public class EnergyFieldAbility extends Ability{
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public float damage = 1, reload = 100, range = 60;
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public Effect healEffect = Fx.heal, hitEffect = Fx.hitLaserBlast, damageEffect = Fx.chainLightning;
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public StatusEffect status = StatusEffects.electrified;
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public Sound shootSound = Sounds.spark;
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public Sound shootSound = Sounds.shootEnergyField;
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public float statusDuration = 60f * 6f;
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public float x, y;
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public boolean targetGround = true, targetAir = true, hitBuildings = true, hitUnits = true;
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@@ -185,7 +185,7 @@ public class EnergyFieldAbility extends Ability{
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}
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if(anyNearby){
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shootSound.at(unit);
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shootSound.at(unit, 1f + Mathf.range(0.1f), 1f);
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if(useAmmo && state.rules.unitAmmo){
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unit.ammo --;
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@@ -37,15 +37,15 @@ public class MoveLightningAbility extends Ability{
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public @Nullable BulletType bullet;
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/** Bullet angle parameters */
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public float bulletAngle = 0f, bulletSpread = 0f;
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public Effect shootEffect = Fx.sparkShoot;
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public boolean parentizeEffects;
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public Sound shootSound = Sounds.spark;
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public Sound shootSound = Sounds.shootArc;
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protected float side = 1f;
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MoveLightningAbility(){}
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public MoveLightningAbility(float damage, int length, float chance, float y, float minSpeed, float maxSpeed, Color color, String heatRegion){
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this.damage = damage;
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this.length = length;
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@@ -56,7 +56,7 @@ public class MoveLightningAbility extends Ability{
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this.color = color;
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this.heatRegion = heatRegion;
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}
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public MoveLightningAbility(float damage, int length, float chance, float y, float minSpeed, float maxSpeed, Color color){
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this.damage = damage;
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this.length = length;
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@@ -95,7 +95,7 @@ public class MoveLightningAbility extends Ability{
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if(alternate) side *= -1f;
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}
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}
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@Override
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public void draw(Unit unit){
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float scl = Mathf.clamp((unit.vel().len() - minSpeed) / (maxSpeed - minSpeed));
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@@ -15,7 +15,7 @@ public class RepairFieldAbility extends Ability{
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public float amount = 1, reload = 100, range = 60, healPercent = 0f;
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public Effect healEffect = Fx.heal;
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public Effect activeEffect = Fx.healWaveDynamic;
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public Sound sound = Sounds.healAbility;
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public Sound sound = Sounds.healWave;
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public float soundVolume = 0.5f;
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public boolean parentizeEffects = false;
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/** Multiplies healing to units of the same type by this amount. */
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@@ -155,7 +155,7 @@ abstract class BuilderComp implements Posc, Statusc, Teamc, Rotc{
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if(!within(tile, finalPlaceDst)) continue;
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if(!headless){
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Vars.control.sound.loop(Sounds.build, tile, 0.15f);
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Vars.control.sound.loop(Sounds.loopBuild, tile, 0.15f);
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}
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if(!(tile.build instanceof ConstructBuild cb)){
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@@ -1489,7 +1489,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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playDestroySound();
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if(explosiveness > 40f){
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Sounds.blockExplodeExplosive.at(tile, Mathf.random(block.destroyPitchMin, block.destroyPitchMax), block.destroySoundVolume);
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(Mathf.chance(0.5) ? Sounds.blockExplodeExplosive : Sounds.blockExplodeExplosiveAlt).at(tile, Mathf.random(block.destroyPitchMin, block.destroyPitchMax), block.destroySoundVolume);
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}else if(flammability > 5f){
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Sounds.blockExplodeFlammable.at(tile, Mathf.random(block.destroyPitchMin, block.destroyPitchMax), block.destroySoundVolume);
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}
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@@ -44,7 +44,7 @@ abstract class FireComp implements Timedc, Posc, Syncc, Drawc{
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animation %= frames;
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if(!headless){
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control.sound.loop(Sounds.fire, this, 0.07f);
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control.sound.loop(Sounds.loopFire, this, 0.07f);
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}
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//faster updates -> disappears more quickly
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