Airlocks get opening sounds now.

This commit is contained in:
Pieter-Jan Briers
2019-03-20 00:42:52 +01:00
parent f83876e8f8
commit d5559e44bb
7 changed files with 54 additions and 27 deletions

View File

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