* add supercritical sounds for flesh anomaly and shadow anomaly * fix attribution yml * use sound collections, add TWO -- count em TWO tech anomaly supercrit sounds. * add sound for present anomaly * wrong soundcollection for flesh * actually add the present anomaly sound... * add fire anom sound * add gravity anomaly supercritical sound * add electric anomaly supercritical sound * add bluespace anomaly supercritical and explosion sound * add ice anomaly supercritical sound * add fluid anomaly supercritical sound * fix busted link * typo * add floral supercritical sound, fix typos * Add supercritical sounds to injected anomalies * add rock anomaly supercritical sound * supercritical sound follows the entity, important for injected anomalies * make the rock crit rumble a little less subtle at the start * use CC0 freesound alternatives where available * New pyro anomaly sound by GonTar * New sounds by GonTar. Change AnomalyComponent so that you can change the length of supercritical properly in the prototype. * oopsie, forgot the traps * use TimeSpan for duration
28 lines
899 B
C#
28 lines
899 B
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Anomaly.Components;
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/// <summary>
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/// Tracks anomalies going supercritical
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedAnomalySystem))]
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[AutoGenerateComponentPause]
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public sealed partial class AnomalySupercriticalComponent : Component
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{
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/// <summary>
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/// The time when the supercritical animation ends and it does whatever effect.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite)]
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[AutoPausedField]
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public TimeSpan EndTime;
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/// <summary>
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/// The maximum size the anomaly scales to while going supercritical
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/// </summary>
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[DataField]
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public float MaxScaleAmount = 3;
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}
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