Adds lobby music (#3620)
* Adds lobby music * Add UI toggle for lobby music * Pick the song serverside so everyone gets the same song * Add more songs * Fixes * Catch-all end lobby music * Rename it * Catchall ambience cvar change * Wait until we receive the lobby song to start playing one * Fix toggling ready status resetting the song * Comment * Expend the last of my sanity fixing latejoin lobby music * Update Content.Client/GameObjects/EntitySystems/BackgroundAudioSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Client/GameObjects/EntitySystems/BackgroundAudioSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Client/GameObjects/EntitySystems/BackgroundAudioSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Move the var Co-authored-by: ike709 <sparebytes@protonmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -24,6 +24,7 @@ namespace Content.Client.GameTicking
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[ViewVariables] public bool AreWeReady { get; private set; }
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[ViewVariables] public bool IsGameStarted { get; private set; }
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[ViewVariables] public string? LobbySong { get; private set; }
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[ViewVariables] public bool DisallowedLateJoin { get; private set; }
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[ViewVariables] public string? ServerInfoBlob { get; private set; }
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[ViewVariables] public TimeSpan StartTime { get; private set; }
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@@ -82,6 +83,7 @@ namespace Content.Client.GameTicking
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StartTime = message.StartTime;
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IsGameStarted = message.IsRoundStarted;
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AreWeReady = message.YouAreReady;
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LobbySong = message.LobbySong;
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Paused = message.Paused;
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if (IsGameStarted)
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Status.Clear();
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