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using QSB.Utility;
using QSB.WorldSync;
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using System.Linq;
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using UnityEngine;
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namespace QSB.Tools.ProbeTool
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{
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internal class QSBProbeEffects : MonoBehaviour
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{
public OWAudioSource _flightLoopAudio;
public OWAudioSource _anchorAudio;
public ParticleSystem _anchorParticles;
private QSBProbe _probe;
private void Awake()
{
_probe = QSBWorldSync.GetUnityObjects<QSBProbe>().First(x => gameObject.transform.IsChildOf(x.transform));
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if (_probe == null)
{
DebugLog.ToConsole($"Error - Couldn't find QSBProbe!", OWML.Common.MessageType.Error);
}
_probe.OnLaunchProbe += OnLaunch;
_probe.OnAnchorProbe += OnAnchor;
_probe.OnUnanchorProbe += OnUnanchor;
_probe.OnStartRetrieveProbe += OnStartRetrieve;
}
private void OnDestroy()
{
_probe.OnLaunchProbe -= OnLaunch;
_probe.OnAnchorProbe -= OnAnchor;
_probe.OnUnanchorProbe -= OnUnanchor;
_probe.OnStartRetrieveProbe -= OnStartRetrieve;
}
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private void OnLaunch() => _flightLoopAudio.FadeIn(0.1f, true, true, 1f);
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private void OnAnchor()
{
// TODO : Come up with some other way of doing this
//if (this._fluidDetector.InFluidType(FluidVolume.Type.WATER))
//{
// this._underwaterAnchorParticles.Play();
//}
//else
//{
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_anchorParticles.Play();
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//}
_flightLoopAudio.FadeOut(0.5f, OWAudioSource.FadeOutCompleteAction.STOP, 0f);
_anchorAudio.PlayOneShot(AudioType.ToolProbeAttach, 1f);
}
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private void OnUnanchor()
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=> _flightLoopAudio.FadeIn(0.5f, false, false, 1f);
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private void OnStartRetrieve(float retrieveLength)
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=> _flightLoopAudio.FadeOut(retrieveLength, OWAudioSource.FadeOutCompleteAction.STOP, 0f);
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}
}