Airlocks get opening sounds now.
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@@ -5,6 +5,8 @@ using SS14.Client.GameObjects;
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using SS14.Client.GameObjects.Components.Animations;
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using SS14.Client.Interfaces.GameObjects.Components;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Doors
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{
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@@ -12,6 +14,41 @@ namespace Content.Client.GameObjects.Components.Doors
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{
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private const string AnimationKey = "airlock_animation";
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private Animation CloseAnimation;
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private Animation OpenAnimation;
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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var openSound = node.GetNode("open_sound").AsString();
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var closeSound = node.GetNode("close_sound").AsString();
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CloseAnimation = new Animation {Length = TimeSpan.FromSeconds(1.2f)};
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{
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var flick = new AnimationTrackSpriteFlick();
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CloseAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = DoorVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("closing", 0f));
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var sound = new AnimationTrackPlaySound();
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CloseAnimation.AnimationTracks.Add(sound);
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sound.KeyFrames.Add(new AnimationTrackPlaySound.KeyFrame(closeSound, 0));
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}
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OpenAnimation = new Animation {Length = TimeSpan.FromSeconds(1.2f)};
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{
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var flick = new AnimationTrackSpriteFlick();
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OpenAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = DoorVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("opening", 0f));
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var sound = new AnimationTrackPlaySound();
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OpenAnimation.AnimationTracks.Add(sound);
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sound.KeyFrames.Add(new AnimationTrackPlaySound.KeyFrame(openSound, 0));
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}
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}
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public override void InitializeEntity(IEntity entity)
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{
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if (!entity.HasComponent<AnimationPlayerComponent>())
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@@ -29,19 +66,23 @@ namespace Content.Client.GameObjects.Components.Doors
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state = DoorVisualState.Closed;
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}
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// TODO: need some sorta state to prevent resetting the animation if it's already playing.
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// Because right now that could happen.
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animPlayer.Stop(AnimationKey);
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switch (state)
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{
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case DoorVisualState.Closed:
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sprite.LayerSetState(DoorVisualLayers.Base, "closed");
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break;
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case DoorVisualState.Closing:
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animPlayer.Play(CloseAnimation, AnimationKey);
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(CloseAnimation, AnimationKey);
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}
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break;
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case DoorVisualState.Opening:
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animPlayer.Play(OpenAnimation, AnimationKey);
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(OpenAnimation, AnimationKey);
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}
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break;
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case DoorVisualState.Open:
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sprite.LayerSetState(DoorVisualLayers.Base, "open");
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@@ -50,28 +91,6 @@ namespace Content.Client.GameObjects.Components.Doors
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throw new ArgumentOutOfRangeException();
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}
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}
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private static readonly Animation CloseAnimation;
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private static readonly Animation OpenAnimation;
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static AirlockVisualizer2D()
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{
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CloseAnimation = new Animation {Length = TimeSpan.FromSeconds(1.2f)};
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{
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var flick = new AnimationTrackSpriteFlick();
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CloseAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = DoorVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("closing", 0f));
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}
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OpenAnimation = new Animation {Length = TimeSpan.FromSeconds(1.2f)};
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{
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var flick = new AnimationTrackSpriteFlick();
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OpenAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = DoorVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("opening", 0f));
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}
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}
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}
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public enum DoorVisualLayers
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