v0.8.2: added delayed SFX functionality, used it to improve hit_strong
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@@ -50,8 +50,10 @@ import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TimekeepersHourg
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfWealth;
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import com.shatteredpixel.shatteredpixeldungeon.items.stones.StoneOfAggression;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.SpiritBow;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Lucky;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.darts.Dart;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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@@ -546,7 +548,14 @@ public abstract class Mob extends Char {
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if (surprisedBy(enemy) && Dungeon.hero.canSurpriseAttack()) {
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Statistics.sneakAttacks++;
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Badges.validateRogueUnlock();
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Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
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//TODO this is somewhat messy, it would be nicer to not have to manually handle delays here
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// playing the strong hit sound might work best as another property of weapon?
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if (Dungeon.hero.belongings.weapon instanceof SpiritBow.SpiritArrow
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|| Dungeon.hero.belongings.weapon instanceof Dart){
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Sample.INSTANCE.playDelayed(Assets.Sounds.HIT_STRONG, 0.125f);
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} else {
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Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
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}
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if (enemy.buff(Preparation.class) != null) {
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Wound.hit(this);
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} else {
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