#3935 - Refactored ToysComponent functionality into ECS (#4127)

* #3935 - toys properly play sounds when: Activated, Landed (after throwing) and Used in hand

* #3935 - extracted BaseEmitSoundComponent

* #3935 - refactored EmitSound components to use ECS

* #3935 - added new components to client ignored components

* #3935 - added suggested stuff for EmitSoundSystem et al.

* #3935 added suggestions from PR

* #3935 implemented suggestions from PR

* #3935 updated namespace
This commit is contained in:
Galactic Chimp
2021-06-19 11:35:56 +02:00
committed by GitHub
parent 4093e2b5ba
commit 53671aeee7
9 changed files with 128 additions and 99 deletions

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using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Sound
{
/// <summary>
/// Base sound emitter which defines most of the data fields.
/// </summary>
public abstract class BaseEmitSoundComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)] [DataField("variation")] public float PitchVariation { get; set; } = 0.0f;
[ViewVariables(VVAccess.ReadWrite)] [DataField("soundCollection", required: true)] public string SoundCollectionName { get; set; } = default!;
}
}

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using Robust.Shared.GameObjects;
namespace Content.Server.Sound
{
/// <summary>
/// Simple sound emitter that emits sound on ActivateInWorld
/// </summary>
[RegisterComponent]
public class EmitSoundOnActivateComponent : BaseEmitSoundComponent
{
/// <inheritdoc />
public override string Name => "EmitSoundOnActivate";
}
}

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using Robust.Shared.GameObjects;
namespace Content.Server.Sound
{
/// <summary>
/// Simple sound emitter that emits sound on LandEvent
/// </summary>
[RegisterComponent]
public class EmitSoundOnLandComponent : BaseEmitSoundComponent
{
/// <inheritdoc />
public override string Name => "EmitSoundOnLand";
}
}

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using Content.Shared.Audio;
using Content.Shared.Interaction;
using Content.Shared.Throwing;
using Content.Server.Interaction.Components;
using Content.Server.Throwing;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Server.Sound
{
[UsedImplicitly]
public class EmitSoundSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmitSoundOnLandComponent, LandEvent>((eUI, comp, arg) => PlaySound(comp));
SubscribeLocalEvent<EmitSoundOnUseComponent, UseInHandEvent>((eUI, comp, arg) => PlaySound(comp));
SubscribeLocalEvent<EmitSoundOnThrowComponent, ThrownEvent>((eUI, comp, arg) => PlaySound(comp));
SubscribeLocalEvent<EmitSoundOnActivateComponent, ActivateInWorldEvent>((eUI, comp, args) => PlaySound(comp));
}
private void PlaySound(BaseEmitSoundComponent component)
{
PlayRandomSoundFromCollection(component);
}
private void PlayRandomSoundFromCollection(BaseEmitSoundComponent component)
{
var file = SelectRandomSoundFromSoundCollection(component.SoundCollectionName!);
PlaySingleSound(file, component);
}
private string SelectRandomSoundFromSoundCollection(string soundCollectionName)
{
var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(soundCollectionName);
return _random.Pick(soundCollection.PickFiles);
}
private static void PlaySingleSound(string soundName, BaseEmitSoundComponent component)
{
SoundSystem.Play(Filter.Pvs(component.Owner), soundName, component.Owner,
AudioHelpers.WithVariation(component.PitchVariation).WithVolume(-2f));
}
}
}