55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
using System.Numerics;
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using Robust.Shared.Audio;
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using Robust.Shared.ComponentTrees;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Audio;
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[RegisterComponent]
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[NetworkedComponent]
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[Access(typeof(SharedAmbientSoundSystem))]
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public sealed partial class AmbientSoundComponent : Component, IComponentTreeEntry<AmbientSoundComponent>
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{
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[DataField("enabled", readOnly: true)]
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[ViewVariables(VVAccess.ReadWrite)] // only for map editing
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public bool Enabled { get; set; } = true;
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[DataField("sound", required: true), ViewVariables(VVAccess.ReadWrite)] // only for map editing
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public SoundSpecifier Sound = default!;
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/// <summary>
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/// How far away this ambient sound can potentially be heard.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] // only for map editing
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[DataField("range")]
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public float Range = 2f;
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public Vector2 RangeVector => new Vector2(Range, Range);
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/// <summary>
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/// Applies this volume to the sound being played.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] // only for map editing
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[DataField("volume")]
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public float Volume = -10f;
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public EntityUid? TreeUid { get; set; }
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public DynamicTree<ComponentTreeEntry<AmbientSoundComponent>>? Tree { get; set; }
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public bool AddToTree => Enabled;
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public bool TreeUpdateQueued { get; set; }
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}
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[Serializable, NetSerializable]
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public sealed class AmbientSoundComponentState : ComponentState
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{
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public bool Enabled { get; init; }
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public float Range { get; init; }
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public float Volume { get; init; }
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public SoundSpecifier Sound { get; init; } = default!;
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}
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