APCs now go click when breaker is switched.

This commit is contained in:
Pieter-Jan Briers 2019-03-20 14:11:03 +01:00
parent a7e63329b4
commit 34f4c12e00
2 changed files with 12 additions and 1 deletions

View File

@ -2,9 +2,12 @@
using Content.Shared.GameObjects.Components.Power;
using SS14.Server.GameObjects;
using SS14.Server.GameObjects.Components.UserInterface;
using SS14.Server.GameObjects.EntitySystems;
using SS14.Server.Interfaces.GameObjects;
using SS14.Shared.Audio;
using SS14.Shared.GameObjects.Components.UserInterface;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.IoC;
namespace Content.Server.GameObjects.Components.Power
{
@ -36,6 +39,7 @@ namespace Content.Server.GameObjects.Components.Power
{
_provider.MainBreaker = !_provider.MainBreaker;
_uiDirty = true;
_clickSound();
}
}
@ -64,7 +68,8 @@ namespace Content.Server.GameObjects.Components.Power
if (_uiDirty)
{
_userInterface.SetState(new ApcBoundInterfaceState(_provider.MainBreaker, extPowerState, newCharge / Storage.Capacity));
_userInterface.SetState(new ApcBoundInterfaceState(_provider.MainBreaker, extPowerState,
newCharge / Storage.Capacity));
_uiDirty = false;
}
}
@ -110,5 +115,11 @@ namespace Content.Server.GameObjects.Components.Power
_userInterface.Open(actor.playerSession);
return true;
}
private void _clickSound()
{
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>()
.Play("/Audio/machines/machine_switch.ogg", Owner, AudioParams.Default.WithVolume(-2f));
}
}
}

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