bool HitSoundPlaying(BreakableBody.BodyMaterial material) { for (int i = 0; i < hitSounds.Count; i++) { if (hitSounds[i].material == material) { return(true); } } return(false); }
float SFXTime(BreakableBody.BodyMaterial material) { switch (material) { case BreakableBody.BodyMaterial.CONCRETE: return(cementTime); case BreakableBody.BodyMaterial.WOOD: return(woodTime); case BreakableBody.BodyMaterial.GLASS: return(glassTime); } return(1); }
bool SFXPlayed(BreakableBody.BodyMaterial material) { switch (material) { case BreakableBody.BodyMaterial.CONCRETE: return(cementSFX); case BreakableBody.BodyMaterial.WOOD: return(woodSFX); case BreakableBody.BodyMaterial.GLASS: return(glassSFX); } return(true); }
bool ShouldSoundPlay(string dir) { if (!IsBreakOrHitSound(dir)) { return(true); } BreakableBody.BodyMaterial material = MaterialFromDir(dir); if (IsBreakSound(dir)) { for (int i = 0; i < breakSounds.Count; i++) { if (breakSounds[i].material == material) { return(false); } } BreakSound s = new BreakSound(); s.material = material; breakSounds.Add(s); return(true); } if (IsHitSound(dir)) { for (int i = 0; i < hitSounds.Count; i++) { if (hitSounds[i].material == material) { return(false); } } HitSound s = new HitSound(); s.material = material; hitSounds.Add(s); return(true); } return(true); }
void SFXPlayed(BreakableBody.BodyMaterial material, bool hit) { switch (material) { case BreakableBody.BodyMaterial.CONCRETE: cementSFX = hit; cementTime = timeToWaitForSFX; break; case BreakableBody.BodyMaterial.WOOD: woodSFX = hit; woodTime = timeToWaitForSFX; break; case BreakableBody.BodyMaterial.GLASS: glassSFX = hit; glassTime = timeToWaitForSFX; break; } }
public BreakableHit(BreakableBody.BodyMaterial sender) : base(sender) { }
public BreakableDestroyed(BreakableBody.BodyMaterial sender) { Broken = sender; }
public Splinter(BreakableBody.BodyMaterial material) : base("break") { bodyMaterial = material; }