Bullet flyby sounds (#8317)
This commit is contained in:
37
Content.Client/Weapons/Ranged/FlyBySoundSystem.cs
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37
Content.Client/Weapons/Ranged/FlyBySoundSystem.cs
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@@ -0,0 +1,37 @@
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using Content.Client.Projectiles;
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using Content.Shared.Weapons.Ranged;
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using Robust.Client.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Client.Weapons.Ranged;
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public sealed class FlyBySoundSystem : SharedFlyBySoundSystem
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FlyBySoundComponent, StartCollideEvent>(OnCollide);
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}
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private void OnCollide(EntityUid uid, FlyBySoundComponent component, StartCollideEvent args)
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{
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var attachedEnt = _player.LocalPlayer?.ControlledEntity;
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// If it's not our ent or we shot it.
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if (attachedEnt == null ||
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args.OtherFixture.Body.Owner != attachedEnt ||
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TryComp<ProjectileComponent>(args.OurFixture.Body.Owner, out var projectile) &&
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projectile.Shooter == attachedEnt) return;
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if (args.OurFixture.ID != FlyByFixture ||
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!_random.Prob(component.Prob)) return;
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SoundSystem.Play(Filter.Local(), component.Sound.GetSound(), uid, component.Sound.Params);
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}
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}
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@@ -4,6 +4,7 @@ using Content.Shared.Body.Components;
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using Content.Shared.Camera;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Projectiles;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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@@ -13,7 +14,7 @@ using Robust.Shared.Player;
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namespace Content.Server.Projectiles
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{
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[UsedImplicitly]
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internal sealed class ProjectileSystem : EntitySystem
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public sealed class ProjectileSystem : SharedProjectileSystem
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{
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly AdminLogSystem _adminLogSystem = default!;
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@@ -28,7 +29,7 @@ namespace Content.Server.Projectiles
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private void HandleCollide(EntityUid uid, ProjectileComponent component, StartCollideEvent args)
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{
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// This is so entities that shouldn't get a collision are ignored.
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if (!args.OtherFixture.Hard || component.DamagedEntity)
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if (args.OurFixture.ID != ProjectileFixture || !args.OtherFixture.Hard || component.DamagedEntity)
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{
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return;
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}
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@@ -36,7 +37,7 @@ namespace Content.Server.Projectiles
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var otherEntity = args.OtherFixture.Body.Owner;
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var coordinates = EntityManager.GetComponent<TransformComponent>(args.OtherFixture.Body.Owner).Coordinates;
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var playerFilter = Filter.Pvs(coordinates);
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var playerFilter = Filter.Pvs(coordinates, entityMan: EntityManager);
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if (!EntityManager.GetComponent<MetaDataComponent>(otherEntity).EntityDeleted && component.SoundHitSpecies != null &&
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EntityManager.HasComponent<SharedBodyComponent>(otherEntity))
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@@ -23,5 +23,10 @@ namespace Content.Server.Stunnable.Components
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[DataField("runSpeedMultiplier")]
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public float RunSpeedMultiplier = 1f;
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/// <summary>
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/// Fixture we track for the collision.
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/// </summary>
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[ViewVariables, DataField("fixture")] public string FixtureID = "projectile";
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}
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}
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@@ -41,6 +41,8 @@ namespace Content.Server.Stunnable
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}
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private void HandleCollide(EntityUid uid, StunOnCollideComponent component, StartCollideEvent args)
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{
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if (args.OurFixture.ID != component.FixtureID) return;
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TryDoCollideStun(uid, component, args.OtherFixture.Body.Owner);
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}
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5
Content.Server/Weapon/Ranged/FlyBySoundSystem.cs
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5
Content.Server/Weapon/Ranged/FlyBySoundSystem.cs
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@@ -0,0 +1,5 @@
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using Content.Shared.Weapons.Ranged;
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namespace Content.Server.Weapon.Ranged;
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public sealed class FlyBySoundSystem : SharedFlyBySoundSystem {}
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@@ -2,8 +2,10 @@ using Robust.Shared.Physics.Dynamics;
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namespace Content.Shared.Projectiles
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{
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public sealed class ProjectileSystem : EntitySystem
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public abstract class SharedProjectileSystem : EntitySystem
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{
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public const string ProjectileFixture = "projectile";
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public override void Initialize()
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{
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base.Initialize();
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26
Content.Shared/Weapons/Ranged/FlyBySoundComponent.cs
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26
Content.Shared/Weapons/Ranged/FlyBySoundComponent.cs
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Weapons.Ranged;
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/// <summary>
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/// Plays a sound when its non-hard fixture collides with a player.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class FlyBySoundComponent : Component
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{
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/// <summary>
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/// Probability that the sound plays
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("prob")]
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public float Prob = 0.75f;
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[ViewVariables(VVAccess.ReadWrite), DataField("sound")]
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public SoundSpecifier Sound = new SoundCollectionSpecifier("BulletMiss")
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{
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Params = AudioParams.Default.WithVolume(5f),
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};
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[ViewVariables, DataField("range")] public float Range = 1.5f;
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}
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75
Content.Shared/Weapons/Ranged/SharedFlyBySoundSystem.cs
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75
Content.Shared/Weapons/Ranged/SharedFlyBySoundSystem.cs
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@@ -0,0 +1,75 @@
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using Content.Shared.Physics;
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using Content.Shared.Sound;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Weapons.Ranged;
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public abstract class SharedFlyBySoundSystem : EntitySystem
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{
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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public const string FlyByFixture = "fly-by";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FlyBySoundComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<FlyBySoundComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<FlyBySoundComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<FlyBySoundComponent, ComponentShutdown>(OnShutdown);
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}
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private void OnStartup(EntityUid uid, FlyBySoundComponent component, ComponentStartup args)
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{
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if (!TryComp<PhysicsComponent>(uid, out var body)) return;
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var shape = new PhysShapeCircle()
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{
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Radius = component.Range,
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};
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var fixture = new Fixture(body, shape)
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{
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Hard = false,
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ID = FlyByFixture,
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CollisionLayer = (int) CollisionGroup.MobMask,
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};
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_fixtures.TryCreateFixture(body, fixture);
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}
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private void OnShutdown(EntityUid uid, FlyBySoundComponent component, ComponentShutdown args)
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{
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if (!TryComp<PhysicsComponent>(uid, out var body)) return;
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_fixtures.DestroyFixture(body, FlyByFixture);
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}
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private void OnHandleState(EntityUid uid, FlyBySoundComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not FlyBySoundComponentState state) return;
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component.Sound = state.Sound;
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component.Range = state.Range;
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}
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private void OnGetState(EntityUid uid, FlyBySoundComponent component, ref ComponentGetState args)
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{
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args.State = new FlyBySoundComponentState()
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{
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Sound = component.Sound,
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Range = component.Range,
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};
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}
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[Serializable, NetSerializable]
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private sealed class FlyBySoundComponentState : ComponentState
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{
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public SoundSpecifier Sound = default!;
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public float Range;
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}
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}
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BIN
Resources/Audio/Weapons/Guns/Miss/bullet_miss1.ogg
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BIN
Resources/Audio/Weapons/Guns/Miss/bullet_miss1.ogg
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Binary file not shown.
BIN
Resources/Audio/Weapons/Guns/Miss/bullet_miss2.ogg
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BIN
Resources/Audio/Weapons/Guns/Miss/bullet_miss2.ogg
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Binary file not shown.
BIN
Resources/Audio/Weapons/Guns/Miss/bullet_miss3.ogg
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BIN
Resources/Audio/Weapons/Guns/Miss/bullet_miss3.ogg
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Binary file not shown.
BIN
Resources/Audio/Weapons/Guns/Miss/bullet_miss4.ogg
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BIN
Resources/Audio/Weapons/Guns/Miss/bullet_miss4.ogg
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Binary file not shown.
BIN
Resources/Audio/Weapons/Guns/Miss/energy_miss1.ogg
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BIN
Resources/Audio/Weapons/Guns/Miss/energy_miss1.ogg
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Binary file not shown.
2
Resources/Audio/Weapons/Guns/Miss/licenses.txt
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2
Resources/Audio/Weapons/Guns/Miss/licenses.txt
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@@ -0,0 +1,2 @@
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bullet_miss oggs taken from https://github.com/cmss13-devs/cmss13/tree/0535055a7abcd3016123f2be2cd3db428c122dac/sound/bullets under CC BY-SA 3.0
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energy_miss ogg taken from https://github.com/cmss13-devs/cmss13/tree/0535055a7abcd3016123f2be2cd3db428c122dac/sound/bullets under CC BY-SA 3.0
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@@ -5,6 +5,7 @@
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description: If you can see this you're probably dead!
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abstract: true
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components:
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- type: FlyBySound
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- type: Clickable
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- type: Sprite
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netsync: false
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@@ -21,6 +22,7 @@
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!type:PhysShapeAabb
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bounds: "-0.1,-0.1,0.1,0.1"
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hard: false
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id: projectile
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mask:
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- Impassable
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- BulletImpassable
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@@ -47,6 +49,7 @@
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!type:PhysShapeAabb
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bounds: "-0.15,-0.45,0.15,0.15"
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hard: false
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id: projectile
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mask:
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- Impassable
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- BulletImpassable
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@@ -111,6 +114,11 @@
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parent: BulletBase
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noSpawn: true
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components:
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- type: FlyBySound
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sound:
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collection: EnergyMiss
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params:
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volume: 5
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- type: Sprite
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noRot: true
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sprite: Objects/Weapons/Guns/Projectiles/spark.rsi
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@@ -125,6 +133,7 @@
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!type:PhysShapeAabb
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bounds: "-0.2,-0.2,0.2,0.2"
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hard: false
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id: projectile
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mask:
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- Impassable
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- BulletImpassable
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@@ -159,6 +168,7 @@
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!type:PhysShapeAabb
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bounds: "-0.2,-0.2,0.2,0.2"
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hard: false
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id: projectile
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mask:
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- Impassable
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- Opaque
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12
Resources/Prototypes/SoundCollections/gun_sounds.yml
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12
Resources/Prototypes/SoundCollections/gun_sounds.yml
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- type: soundCollection
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id: BulletMiss
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files:
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- /Audio/Weapons/Guns/Miss/bullet_miss1.ogg
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- /Audio/Weapons/Guns/Miss/bullet_miss2.ogg
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- /Audio/Weapons/Guns/Miss/bullet_miss3.ogg
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- /Audio/Weapons/Guns/Miss/bullet_miss4.ogg
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- type: soundCollection
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id: EnergyMiss
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files:
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- /Audio/Weapons/Guns/Miss/energy_miss1.ogg
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