Play correct sound for resource harvesting

This commit is contained in:
2024-02-14 14:52:08 +01:00
parent 6715fc2352
commit 41532bcc60

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@@ -91,7 +91,18 @@ i32 harvestEvent(ecs_entity_t entity, HarvestEvent event) {
});
SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
Vector2 center = entityGetCenter(*ecs_get(ECS, entity, Position), *ecs_get(ECS, entity, HitBox));
soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_WOOD_PUNCH_1, SOUNDS_WOOD_PUNCH_5));
switch (event.type) {
case RES_WOOD:
soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_WOOD_PUNCH_1, SOUNDS_WOOD_PUNCH_5));
break;
case RES_GOLD:
soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_ORE_PUNCH_1, SOUNDS_ORE_PUNCH_5));
break;
case RES_FOOD:
soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_WHEAT_PUNCH_1, SOUNDS_WHEAT_PUNCH_5));
break;
default:;
}
Resource *res = ecs_get_mut(ECS, entity, Resource);
BZ_ASSERT(res->type == event.type);