6
2026-01-24 12:49:55 +03:00

48 lines
1.5 KiB
C#

using Content.Shared.Physics;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Ranged.Systems;
public abstract class SharedFlyBySoundSystem : EntitySystem
{
[Dependency] private readonly FixtureSystem _fixtures = default!;
public const string FlyByFixture = "fly-by";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlyBySoundComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<FlyBySoundComponent, ComponentShutdown>(OnShutdown);
}
private void OnStartup(EntityUid uid, FlyBySoundComponent component, ComponentStartup args)
{
if (!TryComp<PhysicsComponent>(uid, out var body))
return;
var shape = new PhysShapeCircle(component.Range);
_fixtures.TryCreateFixture(uid, shape, FlyByFixture, collisionLayer: (int) CollisionGroup.MobMask, hard: false, body: body);
}
private void OnShutdown(EntityUid uid, FlyBySoundComponent component, ComponentShutdown args)
{
if (!TryComp<PhysicsComponent>(uid, out var body) ||
MetaData(uid).EntityLifeStage >= EntityLifeStage.Terminating)
{
return;
}
_fixtures.DestroyFixture(uid, FlyByFixture, body: body);
}
}