Files
tbd-station-14/Content.Shared/GameObjects/Components/Sound/SharedLoopingSoundComponent.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00

117 lines
3.3 KiB
C#

#nullable enable
using System;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Sound
{
public class SharedLoopingSoundComponent : Component
{
public override string Name => "LoopingSound";
public override uint? NetID => ContentNetIDs.SOUND;
/// <summary>
/// Stops all sounds.
/// </summary>
public virtual void StopAllSounds()
{}
/// <summary>
/// Stops a certain scheduled sound from playing.
/// </summary>
public virtual void StopScheduledSound(string filename)
{}
/// <summary>
/// Adds an scheduled sound to be played.
/// </summary>
public virtual void AddScheduledSound(ScheduledSound scheduledSound)
{}
/// <summary>
/// Play an audio file following the entity.
/// </summary>
/// <param name="filename">The resource path to the OGG Vorbis file to play.</param>
public void Play(string filename, AudioParams? audioParams = null)
{
AddScheduledSound(new ScheduledSound()
{
Filename = filename,
AudioParams = audioParams,
});
}
}
[NetSerializable, Serializable]
public class ScheduledSoundMessage : ComponentMessage
{
public ScheduledSound Schedule = new();
public ScheduledSoundMessage()
{
Directed = true;
}
}
[NetSerializable, Serializable]
public class StopSoundScheduleMessage : ComponentMessage
{
public string Filename = string.Empty;
public StopSoundScheduleMessage()
{
Directed = true;
}
}
[NetSerializable, Serializable]
public class StopAllSoundsMessage : ComponentMessage
{
public StopAllSoundsMessage()
{
Directed = true;
}
}
[Serializable, NetSerializable]
[DataDefinition]
public class ScheduledSound
{
[DataField("fileName")]
public string Filename = string.Empty;
/// <summary>
/// The parameters to play the sound with.
/// </summary>
[DataField("audioparams")]
public AudioParams? AudioParams;
/// <summary>
/// Delay in milliseconds before playing the sound,
/// and delay between repetitions if Times is not 0.
/// </summary>
[DataField("delay")]
public uint Delay;
/// <summary>
/// Maximum number of milliseconds to add to the delay randomly.
/// Useful for random ambience noises. Generated value differs from client to client.
/// </summary>
[DataField("randomdelay")]
public uint RandomDelay;
/// <summary>
/// How many times to repeat the sound. If it's 0, it will play the sound once.
/// If it's less than 0, it will repeat the sound indefinitely.
/// If it's greater than 0, it will play the sound n+1 times.
/// </summary>
[DataField("times")]
public int Times;
/// <summary>
/// Whether the sound will play or not.
/// </summary>
public bool Play = true;
}
}