Welders now play sounds when toggled.
This commit is contained in:
@@ -1,9 +1,16 @@
|
||||
using System;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Shared.Audio;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Server.GameObjects.EntitySystems;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
@@ -18,6 +25,12 @@ namespace Content.Server.GameObjects.Components.Interactable.Tools
|
||||
{
|
||||
SpriteComponent spriteComponent;
|
||||
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager;
|
||||
[Dependency] private readonly IRobustRandom _robustRandom;
|
||||
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override string Name => "Welder";
|
||||
|
||||
/// <summary>
|
||||
@@ -133,12 +146,14 @@ namespace Content.Server.GameObjects.Components.Interactable.Tools
|
||||
Activated = false;
|
||||
// Layer 1 is the flame.
|
||||
spriteComponent.LayerSetVisible(1, false);
|
||||
PlaySoundCollection("welder_off", -5);
|
||||
return true;
|
||||
}
|
||||
else if (CanActivate())
|
||||
{
|
||||
Activated = true;
|
||||
spriteComponent.LayerSetVisible(1, true);
|
||||
PlaySoundCollection("welder_on", -5);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
@@ -162,5 +177,13 @@ namespace Content.Server.GameObjects.Components.Interactable.Tools
|
||||
message.AddMarkup(loc.GetString("Fuel: [color={0}]{1}/{2}[/color].",
|
||||
Fuel < FuelCapacity / 4f ? "darkorange" : "orange", Math.Round(Fuel), FuelCapacity));
|
||||
}
|
||||
|
||||
private void PlaySoundCollection(string name, float volume)
|
||||
{
|
||||
var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(name);
|
||||
var file = _robustRandom.Pick(soundCollection.PickFiles);
|
||||
_entitySystemManager.GetEntitySystem<AudioSystem>()
|
||||
.Play(file, AudioParams.Default.WithVolume(volume));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user