quantum-space-buddies/QSB/Tools/ProbeTool/QSBProbeEffects.cs
2021-11-14 03:55:11 -08:00

63 lines
1.6 KiB
C#

using QSB.Utility;
using QSB.WorldSync;
using System.Linq;
using UnityEngine;
namespace QSB.Tools.ProbeTool
{
internal class QSBProbeEffects : MonoBehaviour
{
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));
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;
}
private void OnLaunch() => _flightLoopAudio.FadeIn(0.1f, true, true, 1f);
private void OnAnchor()
{
// TODO : Come up with some other way of doing this
//if (this._fluidDetector.InFluidType(FluidVolume.Type.WATER))
//{
// this._underwaterAnchorParticles.Play();
//}
//else
//{
_anchorParticles.Play();
//}
_flightLoopAudio.FadeOut(0.5f, OWAudioSource.FadeOutCompleteAction.STOP, 0f);
_anchorAudio.PlayOneShot(AudioType.ToolProbeAttach, 1f);
}
private void OnUnanchor()
=> _flightLoopAudio.FadeIn(0.5f, false, false, 1f);
private void OnStartRetrieve(float retrieveLength)
=> _flightLoopAudio.FadeOut(retrieveLength, OWAudioSource.FadeOutCompleteAction.STOP, 0f);
}
}