* Refactor all audio to use the new SoundSystem. * Update submodule Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
52 lines
1.6 KiB
C#
52 lines
1.6 KiB
C#
using System;
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using Content.Shared.GameObjects.Components.Weapons;
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using Content.Shared.Physics;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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namespace Content.Server.GameObjects.Components.Weapon
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{
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[RegisterComponent]
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public sealed class FlashableComponent : SharedFlashableComponent
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private double _duration;
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private TimeSpan _lastFlash;
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public void Flash(double duration)
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{
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_lastFlash = _gameTiming.CurTime;
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_duration = duration;
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Dirty();
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new FlashComponentState(_duration, _lastFlash);
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}
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public static void FlashAreaHelper(IEntity source, float range, float duration, string? sound = null)
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{
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foreach (var entity in source.EntityManager.GetEntitiesInRange(source.Transform.Coordinates, range))
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{
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if (!entity.TryGetComponent(out FlashableComponent? flashable) ||
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!source.InRangeUnobstructed(entity, range, CollisionGroup.Opaque)) continue;
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flashable.Flash(duration);
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}
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if (!string.IsNullOrEmpty(sound))
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{
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SoundSystem.Play(Filter.Pvs(source), sound, source.Transform.Coordinates);
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}
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}
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}
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}
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