improves hitscan weapons (#248)
- fixes inhand sprite visibility - adds visible charge level - refactor sound recourse load, now you can specify fire sound from YAML - adds laser cannon - more powerful laser - adds new assets for cannon
This commit is contained in:
committed by
Pieter-Jan Briers
parent
da35a0f3c9
commit
400778eb73
@@ -29,6 +29,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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private int _damage;
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private int _baseFireCost;
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private float _lowerChargeLimit;
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private string _fireSound;
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//As this is a component that sits on the weapon rather than a static value
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//we just declare the field and then use GetComponent later to actually get it.
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@@ -46,10 +47,11 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _spritename, "sprite", "Objects/laser.png");
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serializer.DataField(ref _spritename, "fireSprite", "Objects/laser.png");
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serializer.DataField(ref _damage, "damage", 10);
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serializer.DataField(ref _baseFireCost, "baseFireCost", 300);
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serializer.DataField(ref _lowerChargeLimit, "lowerChargeLimit", 10);
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serializer.DataField(ref _fireSound, "fireSound", "/Audio/laser.ogg");
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}
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public override void Initialize()
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@@ -58,6 +60,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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var rangedWeapon = Owner.GetComponent<RangedWeaponComponent>();
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capacitorComponent = Owner.GetComponent<HitscanWeaponCapacitorComponent>();
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rangedWeapon.FireHandler = Fire;
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}
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public bool AttackBy(AttackByEventArgs eventArgs)
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@@ -124,7 +127,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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};
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var mgr = IoCManager.Resolve<IEntitySystemManager>();
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mgr.GetEntitySystem<EffectSystem>().CreateParticle(message);
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Owner.GetComponent<SoundComponent>().Play("/Audio/laser.ogg", AudioParams.Default.WithVolume(-5));
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Owner.GetComponent<SoundComponent>().Play(_fireSound, AudioParams.Default.WithVolume(-5));
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}
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}
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}
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