public SoundManajer() { soundActive = true; casetera = new MainPlayer(); netcm = null; BaseElement._death += new Action <BaseElement>(BaseElement__death); BaseElement._ready += new Action <BaseElement>(BaseElement__ready); SCV.miningNow += new Action <SCV>(SCV_miningNow); Fabrics.healtCompleted += new Action <Fabrics>(Fabrics_healtCompleted); Fabrics.notHaveMineralToBuy += new Action <Fabrics>(Fabrics_notHaveMineralToBuy); Fabrics.notHaveSpaceToMoreSCV += new Action <Fabrics>(Fabrics_notHaveSpaceToMoreSCV); Fabrics.upgradeCompleted += new Action <Fabrics>(Fabrics_upgradeCompleted); Fabrics.mineralReseived += new Action <Fabrics>(Fabrics_mineralReseived); Canon.weaponChanged += new Action <Canon>(Canon_weaponChanged); Canon.notHaveWeapon += new Action <Canon>(Canon_notHaveWeapon); Canon.weaponCharged += new Action <Weapon>(Canon_weaponCharged); Canon.canonDeath += new Action <Canon>(Canon_canonDeath); Weapon.shootNow += new Action <Bullet, Weapon>(Weapon_shootNow); Bullet.bulletContact += new Action <Bullet>(Bullet_bulletContact); GameTimer.levelUp += new Action <GameTimer>(GameTimer_levelUp); Nave.shootNou += new Action <Nave, Bullet>(Nave_shootNou); NuclearMisil.nuclearLaunch += new Action <NuclearMisil>(NuclearMisil_nuclearLaunch); NuclearMisil.nuclearDetected += new Action <NuclearMisil>(NuclearMisil_nuclearDetected); NuclearMisil.nuclearImpact += new Action <NuclearMisil>(NuclearMisil_nuclearImpact); MineralMine.mineFinished += new Action <MineralMine>(MineralMine_mineFinished); Shield.reflector += new Action <Bullet, Shield>(Shield_reflector); NetManajer.soundReseived += new Action <string>(NetManajer_soundReseived); }
public static void simplePlay(string obj) { if (casetera == null) { casetera = new MainPlayer(); } casetera.Play(obj); }