75 lines
2.0 KiB
C#
75 lines
2.0 KiB
C#
using System;
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using Content.Shared.BodySystem;
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using Robust.Shared.Audio.Midi;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Instruments
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{
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public class SharedInstrumentComponent : Component
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{
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// These 2 values are quite high for now, and this could be easily abused. Change this if people are abusing it.
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public const int MaxMidiEventsPerSecond = 1000;
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public const int MaxMidiEventsPerBatch = 60;
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public const int MaxMidiBatchDropped = 1;
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public const int MaxMidiLaggedBatches = 8;
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public override string Name => "Instrument";
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public override uint? NetID => ContentNetIDs.INSTRUMENTS;
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public virtual void Update(float delta)
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{
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}
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}
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/// <summary>
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/// This message is sent to the client to completely stop midi input and midi playback.
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/// </summary>
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[Serializable, NetSerializable]
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public class InstrumentStopMidiMessage : ComponentMessage
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{
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}
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/// <summary>
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/// This message is sent to the client to start the synth.
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/// </summary>
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[Serializable, NetSerializable]
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public class InstrumentStartMidiMessage : ComponentMessage
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{
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}
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/// <summary>
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/// This message carries a MidiEvent to be played on clients.
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/// </summary>
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[Serializable, NetSerializable]
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public class InstrumentMidiEventMessage : ComponentMessage
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{
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public MidiEvent[] MidiEvent;
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public InstrumentMidiEventMessage(MidiEvent[] midiEvent)
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{
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MidiEvent = midiEvent;
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}
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}
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[Serializable, NetSerializable]
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public class InstrumentState : ComponentState
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{
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public bool Playing { get; }
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public InstrumentState(bool playing, uint sequencerTick = 0) : base(ContentNetIDs.INSTRUMENTS)
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{
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Playing = playing;
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}
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}
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[NetSerializable, Serializable]
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public enum InstrumentUiKey
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{
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Key,
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}
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}
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