Example #1
0
        bool HitSoundPlaying(BreakableBody.BodyMaterial material)
        {
            for (int i = 0; i < hitSounds.Count; i++)
            {
                if (hitSounds[i].material == material)
                {
                    return(true);
                }
            }

            return(false);
        }
Example #2
0
        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);
        }
Example #3
0
        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);
        }
Example #4
0
        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);
        }
Example #5
0
        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;
            }
        }
Example #6
0
 public BreakableHit(BreakableBody.BodyMaterial sender)
     : base(sender)
 {
 }
Example #7
0
 public BreakableDestroyed(BreakableBody.BodyMaterial sender)
 {
     Broken = sender;
 }
Example #8
0
 public Splinter(BreakableBody.BodyMaterial material)
     : base("break")
 {
     bodyMaterial = material;
 }
Example #9
0
 public BreakableDestroyed(BreakableBody.BodyMaterial sender)
 {
     Broken = sender;
 }
Example #10
0
 public Splinter(BreakableBody.BodyMaterial material)
     : base("break")
 {
     bodyMaterial = material;
 }