46 lines
1.7 KiB
C#
46 lines
1.7 KiB
C#
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameStates;
|
|
|
|
namespace Content.Shared.Audio
|
|
{
|
|
public abstract class SharedAmbientSoundSystem : EntitySystem
|
|
{
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<AmbientSoundComponent, ComponentGetState>(GetCompState);
|
|
SubscribeLocalEvent<AmbientSoundComponent, ComponentHandleState>(HandleCompState);
|
|
}
|
|
|
|
public void SetAmbience(EntityUid uid, bool value)
|
|
{
|
|
// Reason I didn't make this eventbus for the callers is because it seemed a bit silly
|
|
// trying to account for damageable + powered + toggle, plus we can't just check if it's powered.
|
|
// So we'll just call it directly for whatever.
|
|
if (!EntityManager.TryGetComponent<AmbientSoundComponent>(uid, out var ambience) ||
|
|
ambience.Enabled == value) return;
|
|
|
|
ambience.Enabled = value;
|
|
ambience.Dirty();
|
|
}
|
|
|
|
private void HandleCompState(EntityUid uid, AmbientSoundComponent component, ref ComponentHandleState args)
|
|
{
|
|
if (args.Current is not AmbientSoundComponentState state) return;
|
|
component.Enabled = state.Enabled;
|
|
component.Range = state.Range;
|
|
component.Volume = state.Volume;
|
|
}
|
|
|
|
private void GetCompState(EntityUid uid, AmbientSoundComponent component, ref ComponentGetState args)
|
|
{
|
|
args.State = new AmbientSoundComponentState
|
|
{
|
|
Enabled = component.Enabled,
|
|
Range = component.Range,
|
|
Volume = component.Volume,
|
|
};
|
|
}
|
|
}
|
|
}
|