Erekir unit SFX

This commit is contained in:
Anuken 2022-08-22 13:45:35 -04:00
parent 39d215e148
commit fcb99103dd
10 changed files with 22 additions and 0 deletions

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core/assets/sounds/bolt.ogg Normal file

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@ -2507,6 +2507,7 @@ public class UnitTypes{
researchCostMultiplier = 0f;
weapons.add(new Weapon("locus-weapon"){{
shootSound = Sounds.bolt;
layerOffset = 0.0001f;
reload = 12f;
shootY = 10f;
@ -2584,6 +2585,7 @@ public class UnitTypes{
researchCostMultiplier = 0f;
weapons.add(new Weapon("precept-weapon"){{
shootSound = Sounds.dullExplosion;
layerOffset = 0.0001f;
reload = 85f;
shootY = 16f;
@ -2649,6 +2651,7 @@ public class UnitTypes{
treadRects = new Rect[]{new Rect(22 - 154f/2f, 16 - 154f/2f, 28, 130)};
weapons.add(new Weapon("vanquish-weapon"){{
shootSound = Sounds.mediumCannon;
layerOffset = 0.0001f;
reload = 110f;
shootY = 71f / 4f;
@ -2687,6 +2690,7 @@ public class UnitTypes{
fragSpread = 10f;
fragBullets = 5;
fragVelocityMin = 1f;
despawnSound = Sounds.dullExplosion;
fragBullet = new BasicBulletType(8f, 25){{
sprite = "missile-large";
@ -2745,6 +2749,7 @@ public class UnitTypes{
treadRects = new Rect[]{new Rect(27 - xo, 152 - yo, 56, 73), new Rect(24 - xo, 51 - 9 - yo, 29, 17), new Rect(59 - xo, 18 - 9 - yo, 39, 19)};
weapons.add(new Weapon("conquer-weapon"){{
shootSound = Sounds.largeCannon;
layerOffset = 0.1f;
reload = 120f;
shootY = 32.5f;
@ -2941,6 +2946,7 @@ public class UnitTypes{
researchCostMultiplier = 0f;
weapons.add(new Weapon("merui-weapon"){{
shootSound = Sounds.missile;
mirror = false;
x = 0f;
y = 1f;
@ -3030,6 +3036,7 @@ public class UnitTypes{
}
weapons.add(new Weapon("cleroi-weapon"){{
shootSound = Sounds.blaster;
x = 14f / 4f;
y = 33f / 4f;
reload = 30f;
@ -3141,6 +3148,7 @@ public class UnitTypes{
}
weapons.add(new Weapon("anthicus-weapon"){{
shootSound = Sounds.missileLarge;
x = 29f / 4f;
y = -11f / 4f;
shootY = 1.5f;
@ -3293,6 +3301,7 @@ public class UnitTypes{
groundLayer = Layer.legUnit;
weapons.add(new Weapon("tecta-weapon"){{
shootSound = Sounds.malignShoot;
mirror = true;
top = false;
@ -3329,6 +3338,7 @@ public class UnitTypes{
trailWidth = 2.8f;
trailLength = 20;
trailChance = -1f;
despawnSound = Sounds.dullExplosion;
despawnEffect = Fx.none;
hitEffect = new ExplosionEffect(){{
@ -3384,6 +3394,7 @@ public class UnitTypes{
targetAir = false;
weapons.add(new Weapon("collaris-weapon"){{
shootSound = Sounds.pulseBlast;
mirror = true;
rotationLimit = 30f;
rotateSpeed = 0.4f;
@ -3443,6 +3454,7 @@ public class UnitTypes{
trailChance = -1f;
despawnEffect = Fx.none;
despawnSound = Sounds.dullExplosion;
hitEffect = despawnEffect = new ExplosionEffect(){{
lifetime = 34f;
@ -3552,6 +3564,7 @@ public class UnitTypes{
}
weapons.add(new Weapon("elude-weapon"){{
shootSound = Sounds.blaster;
y = -2f;
x = 4f;
top = true;
@ -3599,6 +3612,7 @@ public class UnitTypes{
);
weapons.add(new Weapon("avert-weapon"){{
shootSound = Sounds.blaster;
reload = 35f;
x = 0f;
y = 6.5f;
@ -3663,6 +3677,7 @@ public class UnitTypes{
}});
weapons.add(new Weapon(){{
shootSound = Sounds.shockBlast;
x = 0f;
y = -2f;
shootY = 0f;
@ -3686,6 +3701,7 @@ public class UnitTypes{
}});
smokeEffect = Fx.shootSmokeTitan;
hitColor = Pal.sapBullet;
despawnSound = Sounds.spark;
sprite = "large-orb";
trailEffect = Fx.missileTrail;
@ -3769,6 +3785,7 @@ public class UnitTypes{
}});
weapons.add(new Weapon("quell-weapon"){{
shootSound = Sounds.missileSmall;
x = 51 / 4f;
y = 5 / 4f;
rotate = true;
@ -3793,6 +3810,7 @@ public class UnitTypes{
engineColor = trailColor = Pal.sapBulletBack;
engineLayer = Layer.effect;
health = 45;
loopSoundVolume = 0.1f;
weapons.add(new Weapon(){{
shootCone = 360f;
@ -3854,6 +3872,7 @@ public class UnitTypes{
}
weapons.add(new Weapon("disrupt-weapon"){{
shootSound = Sounds.missileLarge;
x = 78f / 4f;
y = -10f / 4f;
mirror = true;
@ -3903,6 +3922,7 @@ public class UnitTypes{
engineColor = trailColor = Pal.sapBulletBack;
engineLayer = Layer.effect;
deathExplosionEffect = Fx.none;
loopSoundVolume = 0.1f;
parts.add(new ShapePart(){{
layer = Layer.effect;

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@ -34,6 +34,8 @@ public class MissileUnitType extends UnitType{
targetPriority = -1f;
outlineColor = Pal.darkOutline;
fogRadius = 2f;
loopSound = Sounds.missileTrail;
loopSoundVolume = 0.05f;
//TODO weapon configs, etc?
}
}