Audio progress

This commit is contained in:
Anuken
2019-07-29 17:01:55 -04:00
parent 132d058098
commit c7e4fb8021
29 changed files with 17 additions and 17 deletions

View File

@@ -1,22 +1,18 @@
package io.anuke.mindustry.type;
import io.anuke.annotations.Annotations.Loc;
import io.anuke.annotations.Annotations.Remote;
import io.anuke.arc.Core;
import io.anuke.arc.graphics.g2d.TextureRegion;
import io.anuke.arc.math.Angles;
import io.anuke.arc.math.Mathf;
import io.anuke.arc.util.Time;
import io.anuke.arc.util.Tmp;
import io.anuke.mindustry.Vars;
import io.anuke.mindustry.content.Fx;
import io.anuke.mindustry.entities.Effects;
import io.anuke.mindustry.entities.Effects.Effect;
import io.anuke.mindustry.entities.bullet.Bullet;
import io.anuke.mindustry.entities.bullet.BulletType;
import io.anuke.mindustry.entities.traits.ShooterTrait;
import io.anuke.mindustry.entities.type.Player;
import io.anuke.mindustry.gen.Call;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.Effects.*;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.net.Net;
public class Weapon{
@@ -56,6 +52,8 @@ public class Weapon{
/** whether shooter rotation is ignored when shooting. */
public boolean ignoreRotation = false;
// public Sound sound = Core.audio.newSound(Core.files.internal("sounds/shoot.ogg"));
public TextureRegion region;
protected Weapon(String name){
@@ -69,6 +67,7 @@ public class Weapon{
@Remote(targets = Loc.server, called = Loc.both, unreliable = true)
public static void onPlayerShootWeapon(Player player, float x, float y, float rotation, boolean left){
if(player == null) return;
//clients do not see their own shoot events: they are simulated completely clientside to prevent laggy visuals
//messing with the firerate or any other stats does not affect the server (take that, script kiddies!)
@@ -91,6 +90,7 @@ public class Weapon{
float baseX = shooter.getX(), baseY = shooter.getY();
Weapon weapon = shooter.getWeapon();
//weapon.sound.play(1f);
sequenceNum = 0;
if(weapon.shotDelay > 0.01f){