Add reagent specific footstep sounds (#24406)
* Add sticky footsteps * Update Resources/Audio/Effects/Footsteps/attributions.yml Co-authored-by: ike709 <ike709@users.noreply.github.com> --------- Co-authored-by: ike709 <ike709@users.noreply.github.com>
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@@ -1,10 +1,18 @@
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.DragDrop;
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using Content.Shared.Fluids.Components;
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using Content.Shared.Movement.Events;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Fluids;
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public abstract class SharedPuddleSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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/// <summary>
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/// The lowest threshold to be considered for puddle sprite states as well as slipperiness of a puddle.
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/// </summary>
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@@ -19,6 +27,7 @@ public abstract class SharedPuddleSystem : EntitySystem
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SubscribeLocalEvent<DumpableSolutionComponent, CanDropTargetEvent>(OnDumpCanDropTarget);
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SubscribeLocalEvent<DrainableSolutionComponent, CanDropTargetEvent>(OnDrainCanDropTarget);
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SubscribeLocalEvent<RefillableSolutionComponent, CanDropDraggedEvent>(OnRefillableCanDropDragged);
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SubscribeLocalEvent<PuddleComponent, GetFootstepSoundEvent>(OnGetFootstepSound);
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}
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private void OnRefillableCanDrag(Entity<RefillableSolutionComponent> entity, ref CanDragEvent args)
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@@ -52,4 +61,18 @@ public abstract class SharedPuddleSystem : EntitySystem
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args.CanDrop = true;
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args.Handled = true;
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}
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private void OnGetFootstepSound(Entity<PuddleComponent> entity, ref GetFootstepSoundEvent args)
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{
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if (!_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName, ref entity.Comp.Solution,
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out var solution))
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return;
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var reagentId = solution.GetPrimaryReagentId();
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if (!string.IsNullOrWhiteSpace(reagentId?.Prototype)
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&& _prototypeManager.TryIndex(reagentId.Value.Prototype, out ReagentPrototype? proto))
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{
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args.Sound = proto.FootstepSound;
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}
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}
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}
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