* Give 'em something to talk about * Wire panel visuals * Wire graphics tweak * More ads and thanks * More ads for a noisy arcade * New screen for space villain machines * Implement EmitSoundIntervalComponent and a bunch of arcade noises * Require power for sounds * Allow earlier startup intervals * Orange glow * Audio attributions * Include the PR link * Replace EmitSoundInterval with expanded SpamEmitSound * Remove pacman-themed arcade sounds * Documentation good. * Updated methods to use Entity<T> * Refactored SpamEmitSound to get rid of accumulator and chance. * Fixed prewarm logic * Moved stuff to Shared * Fix outdated YAML * Better prediction, auto pause handling * Make enable/disable reset the timer instead of trying to save it.
45 lines
1.3 KiB
C#
45 lines
1.3 KiB
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Sound.Components;
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/// <summary>
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/// Repeatedly plays a sound with a randomized delay.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class SpamEmitSoundComponent : BaseEmitSoundComponent
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{
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/// <summary>
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/// The time at which the next sound will play.
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/// </summary>
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[DataField, AutoPausedField, AutoNetworkedField]
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public TimeSpan NextSound;
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/// <summary>
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/// The minimum time in seconds between playing the sound.
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/// </summary>
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[DataField]
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public TimeSpan MinInterval = TimeSpan.FromSeconds(2);
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/// <summary>
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/// The maximum time in seconds between playing the sound.
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/// </summary>
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[DataField]
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public TimeSpan MaxInterval = TimeSpan.FromSeconds(2);
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// Always Pvs.
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/// <summary>
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/// Content of a popup message to display whenever the sound plays.
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/// </summary>
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[DataField]
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public LocId? PopUp;
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/// <summary>
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/// Whether the timer is currently running and sounds are being played.
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/// Do not set this directly, use <see cref="EmitSoundSystem.SetEnabled"/>
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/// </summary>
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[DataField, AutoNetworkedField]
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[Access(typeof(SharedEmitSoundSystem))]
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public bool Enabled = true;
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}
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