Files
OldThink/Content.Client/GameObjects/Components/Sound/LoopingSoundComponent.cs

110 lines
3.5 KiB
C#
Raw Normal View History

using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Sound;
using Content.Shared.Physics;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Network;
2020-04-20 10:36:02 +01:00
using Robust.Shared.Players;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
namespace Content.Client.GameObjects.Components.Sound
{
2019-07-31 15:02:36 +02:00
[RegisterComponent]
public class LoopingSoundComponent : SharedLoopingSoundComponent
{
[Dependency] private readonly IRobustRandom _random = default!;
private readonly Dictionary<ScheduledSound, IPlayingAudioStream> _audioStreams = new();
private AudioSystem _audioSystem;
public override void StopAllSounds()
{
foreach (var kvp in _audioStreams)
{
kvp.Key.Play = false;
kvp.Value.Stop();
}
_audioStreams.Clear();
}
public override void StopScheduledSound(string filename)
{
foreach (var kvp in _audioStreams)
{
if (kvp.Key.Filename != filename) continue;
kvp.Key.Play = false;
kvp.Value.Stop();
_audioStreams.Remove(kvp.Key);
}
}
public override void AddScheduledSound(ScheduledSound schedule)
{
Play(schedule);
}
public void Play(ScheduledSound schedule)
{
if (!schedule.Play) return;
Owner.SpawnTimer((int) schedule.Delay + (_random.Next((int) schedule.RandomDelay)),() =>
{
if (!schedule.Play) return; // We make sure this hasn't changed.
if (_audioSystem == null) _audioSystem = EntitySystem.Get<AudioSystem>();
Singularity, Particle Accelerator & Radiation Collectors (#2169) * basic radiation generator * might need this * thonk * big thonk * oop * e * werks * sprite * oopsy woopsy * radiation * clean up file * makes it work, probably * minor fixes * resources * progress on component * this will no longer be necessary * radiation go brrrr * finally fix container issues * out var Co-authored-by: Remie Richards <remierichards@gmail.com> * second out fix * another out fix Co-authored-by: Remie Richards <remierichards@gmail.com> * switch case * fix switch * sound and improvements * nullable * basic containment field system * ensure alignment * fix beam placement logic * field generation fully working * fix potential crash * working containment functionality * extremely basic emitter functionality * fix radiation panel naming * emitter stuff * oopsies * fixes * some fixes * cleanup * small fix and move emitter file * add sprite resources for PA * slight rework of the singulo adds rads * pushing for smugleaf :) * added radiationpanels * some fixes for the singulo * containmentfield * pa wip * progress * pa working * emitter fix * works :) * ui works * some work on ui & pa * progress * ui work & misc fixes * GREYSCALE * pa ui polish containmentfieldgen rework * singulo rework added snapgrid * getcomponent get out * singulo rework added collisiongroups underplating & passable * yaml work: - collision boxes - singulo now unshaded * no unlit * misc changes * pa wires * add usability check * nullable enable * minor fix * power need added * reenables containment field energy drain menu close button singularity collider fix * sprite replacement * finished singulo pulling * pjb fixes * fixing sprites & minor adjustments * decrease containmentfield power * some yml adjustments * unlit layers singulogenerator * singulogen * everything works just not the powergetting on the pa i wanna die * Adds PA construction graphs, PA construction works * Snap to grid parts when completing construction * updated to newest master * inb4 i work on power * fixes upstream merge adds power need to particleaccelerator * properly implements power & apc power * Emitters are now fancy. * I have actually no idea how this happened. * Give PA a wiring LayoutId * PA is an acronym * indicators fixes hacking * Singulo is a word you blasphemous IDE. * Rewrite the PA. * Fancy names for PA parts. * Wiring fixes, strength wire cutting. * fixes projectile & ignores components * nullability errors * fixes integration tests Co-authored-by: unusualcrow <unusualcrow@protonmail.com> Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com> Co-authored-by: Remie Richards <remierichards@gmail.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-28 19:19:47 +01:00
if (!_audioStreams.ContainsKey(schedule))
{
_audioStreams.Add(schedule,_audioSystem.Play(schedule.Filename, Owner, schedule.AudioParams));
}
else
{
_audioStreams[schedule] = _audioSystem.Play(schedule.Filename, Owner, schedule.AudioParams);
}
if (schedule.Times == 0) return;
if (schedule.Times > 0) schedule.Times--;
Play(schedule);
});
}
2020-04-20 10:36:02 +01:00
public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
{
2020-04-20 10:36:02 +01:00
base.HandleNetworkMessage(message, channel, session);
switch (message)
{
case ScheduledSoundMessage msg:
AddScheduledSound(msg.Schedule);
break;
case StopSoundScheduleMessage msg:
StopScheduledSound(msg.Filename);
break;
case StopAllSoundsMessage _:
StopAllSounds();
break;
}
}
public override void Initialize()
{
base.Initialize();
if (EntitySystem.TryGet(out _audioSystem)) _audioSystem.OcclusionCollisionMask = (int) CollisionGroup.Impassable;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadFunction(
"schedules",
new List<ScheduledSound>(),
schedules => schedules.ForEach(AddScheduledSound));
}
}
}