Esempio n. 1
0
        public void UpdateBreakSounds()
        {
            if (Api.Side != EnumAppSide.Client)
            {
                return;
            }

            if (resistance > 0 && bebrake.Engaged && network != null && network.Speed > 0.1)
            {
                if (brakeSound == null || !brakeSound.IsPlaying)
                {
                    brakeSound = ((IClientWorldAccessor)Api.World).LoadSound(new SoundParams()
                    {
                        Location        = new AssetLocation("sounds/effect/woodgrind.ogg"),
                        ShouldLoop      = true,
                        Position        = Position.ToVec3f().Add(0.5f, 0.25f, 0.5f),
                        DisposeOnFinish = false,
                        Volume          = 1
                    });

                    brakeSound.Start();
                }

                brakeSound.SetPitch(GameMath.Clamp(network.Speed * 1.5f + 0.2f, 0.5f, 1));
            }
            else
            {
                brakeSound?.FadeOut(1, (s) => { brakeSound.Stop(); });
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Fades out the current track.
        /// </summary>
        /// <param name="seconds">The duration of the fade out in seconds.</param>
        /// <param name="onFadedOut">What to have happen after the track has faded out.</param>
        public virtual void FadeOut(float seconds, Action onFadedOut = null)
        {
            loading = false;

            if (Sound != null && IsActive)
            {
                Sound.FadeOut(seconds, (sound) => {
                    sound.Dispose();
                    Sound = null;
                    onFadedOut?.Invoke();
                });

                return;
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Fades out the current track.
        /// </summary>
        /// <param name="seconds">The duration of the fade out in seconds.</param>
        /// <param name="onFadedOut">What to have happen after the track has faded out.</param>
        public void FadeOut(float seconds, Action onFadedOut = null)
        {
            loading = false;

            if (Sound != null && IsActive)
            {
                Sound.FadeOut(seconds, (sound) => {
                    sound.Dispose();
                    Sound = null;
                    onFadedOut?.Invoke();
                });

                // Half cool down when interupted
                SetCooldown(0.5f);
                return;
            }

            // Full cooldown when stopped normally
            SetCooldown(1f);
        }
        /// <summary>
        /// Delays behaviors from ticking to reduce flickering
        /// </summary>
        /// <param name="dt"></param>
        public override void OnGameTick(float dt)
        {
            // (1 - 0.95^(x/100)) / 2
            // http://fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoMS0wLjk1Xih4LzEwMCkpLzIiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjEwMDAsIndpbmRvdyI6WyIwIiwiMzAwMCIsIjAiLCIxIl19XQ--
            if (physicsBh != null)
            {
                physicsBh.clientPhysicsTickTimeThreshold = (float)((1 - Math.Pow(0.95, particleSys.ActiveFallingBlocks / 100.0)) / 4.0);
            }

            if (soundStartDelay > 0)
            {
                soundStartDelay -= dt;
                if (soundStartDelay <= 0)
                {
                    sound.Start();
                }
            }
            if (sound != null)
            {
                sound.SetPosition((float)Pos.X, (float)Pos.Y, (float)Pos.Z);
            }


            if (lingerTicks > 0)
            {
                lingerTicks--;
                if (lingerTicks == 0)
                {
                    if (Api.Side == EnumAppSide.Client && sound != null)
                    {
                        sound.FadeOut(3f, (s) => { s.Dispose(); });
                    }
                    Die();
                }

                return;
            }

            if (!Collided && !fallHandled)
            {
                nowDustIntensity = 1;
                //spawnParticles(0);
            }
            else
            {
                nowDustIntensity = 0;
            }


            ticksAlive++;
            if (ticksAlive >= 2 || Api.World.Side == EnumAppSide.Client) // Seems like we have to do it instantly on the client, otherwise we miss the OnChunkRetesselated Event
            {
                if (!InitialBlockRemoved)
                {
                    InitialBlockRemoved = true;
                    UpdateBlock(true, initialPos);
                }

                foreach (EntityBehavior behavior in SidedProperties.Behaviors)
                {
                    behavior.OnGameTick(dt);
                }
            }

            pushaccum    += dt;
            fallMotion.X *= 0.99f;
            fallMotion.Z *= 0.99f;
            if (pushaccum > 0.2f)
            {
                pushaccum = 0;
                if (!Collided)
                {
                    Entity[] entities = World.GetEntitiesAround(SidedPos.XYZ, 1.1f, 1.1f, (e) => !(e is EntityBlockFalling));
                    for (int i = 0; i < entities.Length; i++)
                    {
                        if (Api.Side == EnumAppSide.Server || entities[i] is EntityPlayer)
                        {
                            entities[i].SidedPos.Motion.Add(fallMotion.X / 10f, 0, fallMotion.Z / 10f);
                        }
                    }
                }
            }


            if (Api.Side == EnumAppSide.Server && !Collided && World.Rand.NextDouble() < 0.01)
            {
                World.BlockAccessor.TriggerNeighbourBlockUpdate(ServerPos.AsBlockPos);
            }

            if (CollidedVertically && Pos.Motion.Length() == 0)
            {
                OnFallToGround(0);
            }
        }
Esempio n. 5
0
        /// <summary>
        /// Delays behaviors from ticking to reduce flickering
        /// </summary>
        /// <param name="dt"></param>
        public override void OnGameTick(float dt)
        {
            if (soundStartDelay > 0)
            {
                soundStartDelay -= dt;
                if (soundStartDelay <= 0)
                {
                    sound.Start();
                }
            }
            if (sound != null)
            {
                sound.SetPosition((float)Pos.X, (float)Pos.Y, (float)Pos.Z);
            }


            if (lingerTicks > 0)
            {
                lingerTicks--;
                if (lingerTicks == 0)
                {
                    if (Api.Side == EnumAppSide.Client && sound != null)
                    {
                        sound.FadeOut(3f, (s) => { s.Dispose(); });
                    }
                    Die();
                }

                return;
            }

            if (!Collided && !fallHandled)
            {
                spawnParticles(0);
            }


            ticksAlive++;
            if (ticksAlive >= 2 || Api.World.Side == EnumAppSide.Client) // Seems like we have to do it instantly on the client, otherwise we miss the OnChunkRetesselated Event
            {
                if (!InitialBlockRemoved)
                {
                    InitialBlockRemoved = true;
                    UpdateBlock(true, initialPos);
                }

                foreach (EntityBehavior behavior in SidedProperties.Behaviors)
                {
                    behavior.OnGameTick(dt);
                }
            }

            pushaccum    += dt;
            fallMotion.X *= 0.99f;
            fallMotion.Z *= 0.99f;
            if (pushaccum > 0.2f)
            {
                pushaccum = 0;
                if (!Collided)
                {
                    Entity[] entities = World.GetEntitiesAround(LocalPos.XYZ, 1.1f, 1.1f, (e) => !(e is EntityBlockFalling));
                    for (int i = 0; i < entities.Length; i++)
                    {
                        if (Api.Side == EnumAppSide.Server || entities[i] is EntityPlayer)
                        {
                            entities[i].LocalPos.Motion.Add(fallMotion.X / 10f, 0, fallMotion.Z / 10f);
                        }
                    }
                }
            }


            if (Api.Side == EnumAppSide.Server && !Collided && World.Rand.NextDouble() < 0.01)
            {
                World.BlockAccessor.TriggerNeighbourBlockUpdate(ServerPos.AsBlockPos);
            }

            if (CollidedVertically && Pos.Motion.Length() == 0)
            {
                OnFallToGround(0);
            }
        }