Add basic radar and weapon
This commit is contained in:
@@ -9,31 +9,17 @@ namespace EvilSatellites
|
||||
{
|
||||
public class AudioAsset
|
||||
{
|
||||
private List<ISoundEffect3D> _SoundList { get; set; }
|
||||
private List<ISoundEffect> _SoundList { get; set; }
|
||||
private string _Path;
|
||||
private Synthy _Engine;
|
||||
private Vector3 _Position;
|
||||
public Vector3 Position
|
||||
{
|
||||
get
|
||||
{
|
||||
return _Position;
|
||||
}
|
||||
set
|
||||
{
|
||||
_Position = value;
|
||||
foreach (var sound in _SoundList)
|
||||
{
|
||||
sound.Position = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
private Random rnd;
|
||||
private int _Min;
|
||||
private int _Max;
|
||||
public AudioAsset(Synthy engine, string path, int min, int max)
|
||||
private bool IsPanning = false;
|
||||
public AudioAsset(Synthy engine, string path, int min, int max, bool panning = false)
|
||||
{
|
||||
_SoundList = new List<ISoundEffect3D>();
|
||||
IsPanning = panning;
|
||||
_SoundList = new List<ISoundEffect>();
|
||||
_Engine = engine;
|
||||
_Path = path;
|
||||
_Max = max;
|
||||
@@ -46,8 +32,7 @@ namespace EvilSatellites
|
||||
{
|
||||
for (var i = _Min; i <= _Max; i++)
|
||||
{
|
||||
Console.WriteLine(_Path + "/" + i.ToString() + ".wav");
|
||||
_SoundList.Add(_Engine.Load3D(_Path + "/" + i.ToString() + ".wav"));
|
||||
_SoundList.Add(_Engine.Load(_Path + "/" + i.ToString() + ".wav", IsPanning));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user