mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
81 lines
2.8 KiB
C#
81 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Client.Audio;
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using Robust.Client.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Player;
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namespace Robust.Client.Animations
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{
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/// <summary>
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/// An animation track that plays a sound as keyframes.
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/// </summary>
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public sealed class AnimationTrackPlaySound : AnimationTrack
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{
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/// <summary>
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/// A list of key frames for when to fire flicks.
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/// </summary>
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public List<KeyFrame> KeyFrames { get; private set; } = new();
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public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback()
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{
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return (-1, 0);
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}
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public override (int KeyFrameIndex, float FramePlayingTime)
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AdvancePlayback(object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var entity = (EntityUid) context;
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var playingTime = prevPlayingTime + frameTime;
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var keyFrameIndex = prevKeyFrameIndex;
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// Advance to the correct key frame.
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while (keyFrameIndex != KeyFrames.Count - 1 && KeyFrames[keyFrameIndex + 1].KeyTime < playingTime)
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{
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playingTime -= KeyFrames[keyFrameIndex + 1].KeyTime;
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keyFrameIndex += 1;
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var keyFrame = KeyFrames[keyFrameIndex];
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var audioParams = keyFrame.AudioParamsFunc.Invoke();
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var audio = new SoundPathSpecifier(keyFrame.Resource)
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{
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Params = audioParams
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};
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IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>().PlayEntity(audio, Filter.Local(), entity, true);
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}
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return (keyFrameIndex, playingTime);
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}
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public struct KeyFrame
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{
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/// <summary>
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/// The RSI state to play when this keyframe gets triggered.
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/// </summary>
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public readonly string Resource;
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/// <summary>
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/// A function that returns the audio parameter to be used.
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/// The reason this is a function is so that this can return
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/// an AudioParam with different parameters each time, such as random pitch.
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/// </summary>
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public readonly Func<AudioParams> AudioParamsFunc;
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/// <summary>
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/// The time between this keyframe and the last.
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/// </summary>
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public readonly float KeyTime;
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public KeyFrame(string resource, float keyTime, Func<AudioParams>? audioParams = null)
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{
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Resource = resource;
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KeyTime = keyTime;
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AudioParamsFunc = audioParams ?? (() => AudioParams.Default);
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}
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}
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}
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}
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