Exemplo n.º 1
0
        /// <summary>
        /// Return the first active SFXState in the given SimSet/SimGroup.
        /// </summary>
        /// <param name="group"></param>
        public static SFXState sfxGetActiveStateInGroup(SimGroup group)
        {
            for (uint i = 0; i < group.getCount(); i++)
            {
                SimObject obj = group.getObject(i);
                if (!obj.isMemberOfClass("SFXState"))
                {
                    continue;
                }

                SFXState state = obj.As <SFXState>();
                if (state.isActive())
                {
                    return(state);
                }
            }

            return(null);
        }
        public override void onActivate()
        {
            base.onActivate();

            SimGroup group = ParentGroup.As <SimGroup>();

            for (uint i = 0; i < group.getCount(); i++)
            {
                SimObject obj = group.getObject(i);

                if (obj.getId() == getId() || !obj.isMemberOfClass("SFXState"))
                {
                    continue;
                }

                SFXState state = obj.As <SFXState>();
                if (state.isActive())
                {
                    state.deactivate();
                }
            }
        }
Exemplo n.º 3
0
        public static void Init()
        {
            //-----------------------------------------------------------------------------
            // Special audio state that will always and only be active when no other
            // state is active.  Useful for letting slots apply specifically when no
            // other slot in a list applies.
            AudioStateNone = new SFXState("AudioStateNone");
            AudioStateNone.registerSingleton();
            AudioStateNone.activate();

            //-----------------------------------------------------------------------------
            // Location-dependent states.

            AudioLocation = new SimGroup("AudioLocation", true);

            // State when the listener is outside.
            AudioLocationOutside = new AudioStateExclusive("AudioLocationOutside")
            {
                ParentGroup = AudioLocation
            };
            AudioLocationOutside.registerSingleton();

            // State when the listener is submerged.
            AudioLocationUnderwater = new AudioStateExclusive("AudioLocationUnderwater")
            {
                ParentGroup = AudioLocation
            };
            AudioLocationUnderwater.registerSingleton();

            // State when the listener is indoors.
            AudioLocationInside = new AudioStateExclusive("AudioLocationInside")
            {
                ParentGroup = AudioLocation
            };
            AudioLocationInside.registerSingleton();

            //-----------------------------------------------------------------------------
            // Mood-dependent states.

            AudioMood = new SimGroup("AudioMood", true);

            AudioMoodNeutral = new AudioStateExclusive("AudioMoodNeutral")
            {
                ParentGroup = AudioMood
            };
            AudioMoodNeutral.registerSingleton();

            AudioMoodAggressive = new AudioStateExclusive("AudioMoodAggressive")
            {
                ParentGroup = AudioMood
            };
            AudioMoodAggressive.registerSingleton();

            AudioMoodTense = new AudioStateExclusive("AudioMoodTense")
            {
                ParentGroup = AudioMood
            };
            AudioMoodTense.registerSingleton();

            AudioMoodVictory = new AudioStateExclusive("AudioMoodVictory")
            {
                ParentGroup = AudioMood
            };
            AudioMoodVictory.registerSingleton();

            AudioMoodCalm = new AudioStateExclusive("AudioMoodCalm")
            {
                ParentGroup = AudioMood
            };
            AudioMoodCalm.registerSingleton();
        }