* Adds lobby music * Add UI toggle for lobby music * Pick the song serverside so everyone gets the same song * Add more songs * Fixes * Catch-all end lobby music * Rename it * Catchall ambience cvar change * Wait until we receive the lobby song to start playing one * Fix toggling ready status resetting the song * Comment * Expend the last of my sanity fixing latejoin lobby music * Update Content.Client/GameObjects/EntitySystems/BackgroundAudioSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Client/GameObjects/EntitySystems/BackgroundAudioSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Client/GameObjects/EntitySystems/BackgroundAudioSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Move the var Co-authored-by: ike709 <sparebytes@protonmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
28 lines
860 B
C#
28 lines
860 B
C#
using System;
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using System.Collections.Generic;
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using Robust.Shared.Network;
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using static Content.Shared.GameTicking.SharedGameTicker;
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namespace Content.Client.Interfaces
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{
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public interface IClientGameTicker
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{
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bool IsGameStarted { get; }
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string? ServerInfoBlob { get; }
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bool AreWeReady { get; }
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string? LobbySong { get; }
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bool DisallowedLateJoin { get; }
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TimeSpan StartTime { get; }
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bool Paused { get; }
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Dictionary<NetUserId, PlayerStatus> Status { get; }
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IReadOnlyList<string> JobsAvailable { get; }
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void Initialize();
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event Action InfoBlobUpdated;
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event Action LobbyStatusUpdated;
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event Action LobbyReadyUpdated;
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event Action LobbyLateJoinStatusUpdated;
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event Action<IReadOnlyList<string>> LobbyJobsAvailableUpdated;
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}
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}
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