1class Land_Underground_Stairs_Exit : Land_Underground_EntranceBase
13 const string LOCKING_SOUNDSET =
"UndergroundDoor_Lock_SoundSet";
14 const string OPENING_SOUNDSET_LOOP_IN =
"UndergroundSmallExitDoor_Open_Start_SoundSet";
15 const string OPENING_SOUNDSET_LOOP =
"UndergroundSmallExitDoor_Open_Loop_SoundSet";
16 const string OPENING_SOUNDSET_LOOP_OUT =
"UndergroundSmallExitDoor_Open_End_SoundSet";
18 const string CLOSING_SOUNDSET_LOOP_IN =
"UndergroundSmallExitDoor_Close_Start_SoundSet";
19 const string CLOSING_SOUNDSET_LOOP =
"UndergroundSmallExitDoor_Close_Loop_SoundSet";
20 const string CLOSING_SOUNDSET_LOOP_OUT =
"UndergroundSmallExitDoor_Close_End_SoundSet";
22 void Land_Underground_Stairs_Exit()
24 m_DoorType = EUndegroundDoorType.SMALL;
41 override float GetOpeningTime()
51 RequestLatentTransition(AdjustTime(1));
52 SetAnimationPhase(
"EntranceDoor",1);
55 g_Game.UpdatePathgraphRegionByObject(
this);
60 m_AnimTimerDoorServer.Run(0,
this,
"OnUpdateServer",
"OnFinishedTimerServer", GetOpeningTime(),
false,1/ AdjustTime(1));
61 RequestLatentTransition(AdjustTime(3));
65 g_Game.UpdatePathgraphRegionByObject(
this);
69 void SoundEnded(
Effect eff)
71 if (eff == m_CloseSoundIn)
73 PlaySoundSetLoop( m_CloseSoundLoop, CLOSING_SOUNDSET_LOOP, 0, 0 );
81 PlaySoundSet( m_LockingSound, LOCKING_SOUNDSET, 0, 0 );
82 PlaySoundSet( m_OpenSoundIn, OPENING_SOUNDSET_LOOP_IN, 0, 0 );
88 PlaySoundSet( m_OpenSoundOut, OPENING_SOUNDSET_LOOP_OUT, 0, 0 );
92 PlaySoundSet( m_CloseSoundIn, CLOSING_SOUNDSET_LOOP_IN, 0, 0 );
94 m_CloseSoundIn.Event_OnEffectEnded.Insert(SoundEnded);
99 m_CloseSoundLoop.Stop();
100 PlaySoundSet( m_CloseSoundOut, CLOSING_SOUNDSET_LOOP_OUT, 0, 0 );
101 PlaySoundSet( m_LockingSound, LOCKING_SOUNDSET, 0, 0 );