* Refactor all audio to use the new SoundSystem. * Update submodule Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
using Content.Shared.Audio;
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using Content.Shared.Interfaces.GameObjects.Components;
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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.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Items
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{
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[RegisterComponent]
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public class ToysComponent : Component, IActivate, IUse, ILand
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "Toys";
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[ViewVariables]
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[DataField("toySqueak")]
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public string _soundCollectionName = "ToySqueak";
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public void Squeak()
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{
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PlaySqueakEffect();
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}
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public void PlaySqueakEffect()
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{
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if (!string.IsNullOrWhiteSpace(_soundCollectionName))
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{
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var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(_soundCollectionName);
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var file = _random.Pick(soundCollection.PickFiles);
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SoundSystem.Play(Filter.Pvs(Owner), file, Owner, AudioParams.Default);
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}
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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Squeak();
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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Squeak();
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return false;
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}
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void ILand.Land(LandEventArgs eventArgs)
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{
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Squeak();
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}
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}
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}
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