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- using Robust.Shared.GameStates;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
- namespace Content.Shared.Sound.Components;
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
- public sealed partial class EmitSoundOnCollideComponent : BaseEmitSoundComponent
- {
- public static readonly TimeSpan CollideCooldown = TimeSpan.FromSeconds(0.2);
- /// <summary>
- /// Minimum velocity required for the sound to play.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField("minVelocity")]
- public float MinimumVelocity = 3f;
- /// <summary>
- /// To avoid sound spam add a cooldown to it.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField("nextSound", customTypeSerializer: typeof(TimeOffsetSerializer))]
- [AutoPausedField]
- public TimeSpan NextSound;
- }
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