#include "AgBusDoor.h" #include "Entity.h" #include "GameMessages.h" #include "ProximityMonitorComponent.h" void AgBusDoor::OnStartup(Entity* self) { m_Counter = 0; m_OuterCounter = 0; self->SetProximityRadius(75, "busDoor"); self->SetProximityRadius(85, "busDoorOuter"); } void AgBusDoor::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) { if (name != "busDoor" && name != "busDoorOuter") return; // Make sure only humans are taken into account if (!entering->GetCharacter()) return; auto* proximityMonitorComponent = self->GetComponent(); if (proximityMonitorComponent == nullptr) return; m_Counter = 0; m_OuterCounter = 0; for (const auto id : proximityMonitorComponent->GetProximityObjects("busDoor")) { const auto* const entity = Game::entityManager->GetEntity(id); if (entity != nullptr && entity->IsPlayer()) m_Counter++; } for (const auto id : proximityMonitorComponent->GetProximityObjects("busDoorOuter")) { const auto* const entity = Game::entityManager->GetEntity(id); if (entity != nullptr && entity->IsPlayer()) m_OuterCounter++; } if (status == "ENTER") { // move up when a player is inside both radii if (m_Counter > 0) { MoveDoor(self, true); } } else if (status == "LEAVE") { // move down when no players are inside either radii if (m_Counter <= 0) { MoveDoor(self, false); } } } void AgBusDoor::MoveDoor(Entity* self, bool bOpen) { if (bOpen) { GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 1, 0); } else { GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0, 1); self->AddTimer("dustTimer", 2.0f); } //This is currently commented out because it might be the reason that people's audio is cutting out. GameMessages::SendPlayNDAudioEmitter(self, UNASSIGNED_SYSTEM_ADDRESS, "{9a24f1fa-3177-4745-a2df-fbd996d6e1e3}"); } void AgBusDoor::OnTimerDone(Entity* self, std::string timerName) { if (timerName == "dustTimer") { GameMessages::SendPlayFXEffect(self->GetObjectID(), 642, u"create", "busDust", LWOOBJID_EMPTY, 1.0f, 1.0f, true); } }