Added a buncha bloat from teegee (#1203)

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
Swept
2020-07-02 14:05:03 +00:00
committed by GitHub
parent c3c78258e7
commit ebebb3603a
99 changed files with 1122 additions and 5 deletions

View File

@@ -0,0 +1,47 @@
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Audio;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Sound
{
/// <summary>
/// Simple sound emitter that emits sound on use in hand
/// </summary>
[RegisterComponent]
public class EmitSoundOnThrowComponent : Component, ILand
{
/// <inheritdoc />
///
public override string Name => "EmitSoundOnThrow";
public string _soundName;
public float _pitchVariation;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _soundName, "sound", string.Empty);
serializer.DataField(ref _pitchVariation, "variation", 0.0f);
}
public void PlaySoundEffect()
{
if (!string.IsNullOrWhiteSpace(_soundName))
{
if (_pitchVariation > 0.0)
{
EntitySystem.Get<AudioSystem>().PlayFromEntity(_soundName, Owner, AudioHelpers.WithVariation(_pitchVariation).WithVolume(-2f));
}
EntitySystem.Get<AudioSystem>().PlayFromEntity(_soundName, Owner, AudioParams.Default.WithVolume(-2f));
}
}
public void Land(LandEventArgs eventArgs)
{
PlaySoundEffect();
}
}
}