Merge branch 'master' into replace-sounds-with-sound-specifier
# Conflicts: # Content.Server/Hands/Components/HandsComponent.cs # Content.Server/Light/Components/ExpendableLightComponent.cs # Content.Shared/Light/Component/SharedExpendableLightComponent.cs
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@@ -20,8 +20,6 @@ namespace Content.Server.Light.Components
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[RegisterComponent]
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public class ExpendableLightComponent : SharedExpendableLightComponent, IUse
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{
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private static readonly AudioParams LoopedSoundParams = new(0, 1, "Master", 62.5f, 1, true, 0.3f);
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/// <summary>
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/// Status of light, whether or not it is emitting light.
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/// </summary>
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@@ -77,18 +75,20 @@ namespace Content.Server.Light.Components
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private void UpdateVisualizer()
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{
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_appearance?.SetData(ExpendableLightVisuals.State, CurrentState);
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switch (CurrentState)
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{
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case ExpendableLightState.Lit:
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_appearance?.SetData(ExpendableLightVisuals.State, TurnOnBehaviourID);
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_appearance?.SetData(ExpendableLightVisuals.Behavior, TurnOnBehaviourID);
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break;
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case ExpendableLightState.Fading:
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_appearance?.SetData(ExpendableLightVisuals.State, FadeOutBehaviourID);
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_appearance?.SetData(ExpendableLightVisuals.Behavior, FadeOutBehaviourID);
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break;
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case ExpendableLightState.Dead:
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_appearance?.SetData(ExpendableLightVisuals.State, string.Empty);
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_appearance?.SetData(ExpendableLightVisuals.Behavior, string.Empty);
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break;
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}
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}
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@@ -100,12 +100,6 @@ namespace Content.Server.Light.Components
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switch (CurrentState)
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{
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case ExpendableLightState.Lit:
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if (LoopedSound != string.Empty && Owner.TryGetComponent<LoopingLoopingSoundComponent>(out var loopingSound))
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{
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loopingSound.Play(LoopedSound, LoopedSoundParams);
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}
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if (LitSound.TryGetSound(out var litSound))
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{
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SoundSystem.Play(Filter.Pvs(Owner), litSound, Owner);
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@@ -131,11 +125,6 @@ namespace Content.Server.Light.Components
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SoundSystem.Play(Filter.Pvs(Owner), dieSound, Owner);
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}
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if (LoopedSound != string.Empty && Owner.TryGetComponent<LoopingLoopingSoundComponent>(out var loopSound))
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{
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loopSound.StopAllSounds();
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}
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sprite.LayerSetState(0, IconStateSpent);
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sprite.LayerSetShader(0, "shaded");
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sprite.LayerSetVisible(1, false);
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