using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Movement.Systems;
///
/// Plays a sound on MoveInputEvent.
///
public sealed class MovementSoundSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnMoveInput);
}
private void OnMoveInput(Entity ent, ref MoveInputEvent args)
{
if (!_timing.IsFirstTimePredicted)
return;
var oldMoving = (SharedMoverController.GetNormalizedMovement(args.OldMovement) & MoveButtons.AnyDirection) != MoveButtons.None;
var moving = (SharedMoverController.GetNormalizedMovement(args.Entity.Comp.HeldMoveButtons) & MoveButtons.AnyDirection) != MoveButtons.None;
if (oldMoving == moving)
return;
if (moving)
{
DebugTools.Assert(ent.Comp.SoundEntity == null);
ent.Comp.SoundEntity = _audio.PlayPredicted(ent.Comp.Sound, ent.Owner, ent.Owner)?.Entity;
}
else
{
ent.Comp.SoundEntity = _audio.Stop(ent.Comp.SoundEntity);
}
}
}