using System;
using System.Collections.Generic;
using Robust.Client.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
namespace Robust.Client.Animations
{
///
/// An animation track that plays a sound as keyframes.
///
public sealed class AnimationTrackPlaySound : AnimationTrack
{
///
/// A list of key frames for when to fire flicks.
///
public List KeyFrames { get; private set; } = new();
public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback()
{
return (-1, 0);
}
public override (int KeyFrameIndex, float FramePlayingTime)
AdvancePlayback(object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
{
var entity = (IEntity) context;
var playingTime = prevPlayingTime + frameTime;
var keyFrameIndex = prevKeyFrameIndex;
// Advance to the correct key frame.
while (keyFrameIndex != KeyFrames.Count - 1 && KeyFrames[keyFrameIndex + 1].KeyTime < playingTime)
{
playingTime -= KeyFrames[keyFrameIndex + 1].KeyTime;
keyFrameIndex += 1;
var keyFrame = KeyFrames[keyFrameIndex];
SoundSystem.Play(Filter.Local(), keyFrame.Resource, entity, keyFrame.AudioParamsFunc.Invoke());
}
return (keyFrameIndex, playingTime);
}
public struct KeyFrame
{
///
/// The RSI state to play when this keyframe gets triggered.
///
public readonly string Resource;
///
/// A function that returns the audio parameter to be used.
/// The reason this is a function is so that this can return
/// an AudioParam with different parameters each time, such as random pitch.
///
public readonly Func AudioParamsFunc;
///
/// The time between this keyframe and the last.
///
public readonly float KeyTime;
public KeyFrame(string resource, float keyTime, Func? audioParams = null)
{
Resource = resource;
KeyTime = keyTime;
AudioParamsFunc = audioParams ?? (() => AudioParams.Default);
}
}
}
}