(bc739e38f) Added impact sounds to items (e.g. when dropped to the ground). Closes #841
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@@ -9,6 +9,8 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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namespace Barotrauma
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{
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@@ -22,6 +24,9 @@ namespace Barotrauma
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public IEnumerable<ItemComponent> ActiveHUDs => activeHUDs;
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public float LastImpactSoundTime;
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public const float ImpactSoundInterval = 0.2f;
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class SpriteState
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{
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public float RotationState;
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@@ -360,6 +365,17 @@ namespace Barotrauma
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}
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}
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partial void OnCollisionProjSpecific(Fixture f1, Fixture f2, Contact contact, float impact)
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{
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if (impact > 1.0f &&
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!string.IsNullOrEmpty(Prefab.ImpactSoundTag) &&
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Timing.TotalTime > LastImpactSoundTime + ImpactSoundInterval)
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{
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LastImpactSoundTime = (float)Timing.TotalTime;
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SoundPlayer.PlaySound(Prefab.ImpactSoundTag, 1.0f, 500.0f, WorldPosition, CurrentHull);
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}
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}
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public void UpdateSpriteStates(float deltaTime)
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{
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foreach (int spriteGroup in Prefab.DecorativeSpriteGroups.Keys)
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@@ -191,6 +191,10 @@ namespace Barotrauma
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protected set;
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}
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[Serialize("", false)]
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public string ImpactSoundTag { get; private set; }
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public override void DrawPlacing(SpriteBatch spriteBatch, Camera cam)
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{
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Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
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@@ -1928,6 +1928,42 @@
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<None Include="$(MSBuildThisFileDirectory)Content\Items\Weapons\ElectricalDischarger.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\MetalImpactHeavy1.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\MetalImpactHeavy2.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\MetalImpactHeavy3.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\MetalImpactHeavy4.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\MetalImpactLight1.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\MetalImpactLight2.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\MetalImpactLight3.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\MetalImpactLight4.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\MetalImpactLight5.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\SoftImpact1.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\SoftImpact2.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\SoftImpact3.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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</ItemGroup>
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<ItemGroup>
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<None Include="$(MSBuildThisFileDirectory)Content\Characters\Carrier\CARRIER_alarmLoop.ogg">
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@@ -579,13 +579,12 @@ namespace Barotrauma
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}
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}
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//containers need to handle collision events to notify items inside them about the impact
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var itemContainer = GetComponent<ItemContainer>();
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if (ImpactTolerance > 0.0f || itemContainer != null)
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if (body != null)
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{
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if (body != null) body.FarseerBody.OnCollision += OnCollision;
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body.FarseerBody.OnCollision += OnCollision;
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}
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var itemContainer = GetComponent<ItemContainer>();
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if (itemContainer != null)
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{
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ownInventory = itemContainer.Inventory;
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@@ -1145,6 +1144,12 @@ namespace Barotrauma
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return;
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}
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float forceFactor = 1.0f;
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if (CurrentHull != null)
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{
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return;
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}
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float forceFactor = 1.0f;
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if (CurrentHull != null)
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{
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@@ -1166,19 +1171,18 @@ namespace Barotrauma
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body.ApplyForce((uplift - drag) * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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//apply simple angular drag
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body.ApplyTorque(body.AngularVelocity * volume * -0.05f);
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body.ApplyTorque(body.AngularVelocity * volume * -0.05f);
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}
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private bool OnCollision(Fixture f1, Fixture f2, Contact contact)
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{
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#if CLIENT
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if (GameMain.Client != null) return true;
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#endif
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Vector2 normal = contact.Manifold.LocalNormal;
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float impact = Vector2.Dot(f1.Body.LinearVelocity, -normal);
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OnCollisionProjSpecific(f1, f2, contact, impact);
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return true; }
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if (ImpactTolerance > 0.0f && impact > ImpactTolerance)
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{
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ApplyStatusEffects(ActionType.OnImpact, 1.0f);
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@@ -1200,6 +1204,8 @@ namespace Barotrauma
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return true;
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}
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partial void OnCollisionProjSpecific(Fixture f1, Fixture f2, Contact contact, float impact);
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public override void FlipX(bool relativeToSub)
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{
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base.FlipX(relativeToSub);
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