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https://github.com/DarkflameUniverse/DarkflameServer.git
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60 lines
1.4 KiB
C++
60 lines
1.4 KiB
C++
#pragma once
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#include "dCommonVars.h"
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#include "Entity.h"
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#include "GUID.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* Music that should be played by the client
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*/
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struct MusicCue {
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std::string name;
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uint32_t result;
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float boredomTime;
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};
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/**
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* Handles specific music triggers like the instruments in Red Block
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* Credits to https://github.com/SimonNitzsche/OpCrux-Server/blob/master/src/Entity/Components/SoundTriggerComponent.hpp
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*/
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class SoundTriggerComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SOUND_TRIGGER;
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explicit SoundTriggerComponent(Entity* parent);
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~SoundTriggerComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
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* Activates a music cue, making it played by any client in range
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* @param name the name of the music to play
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*/
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void ActivateMusicCue(const std::string& name);
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/**
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* Deactivates a music cue (if active)
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* @param name name of the music to deactivate
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*/
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void DeactivateMusicCue(const std::string& name);
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private:
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/**
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* Currently active cues
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*/
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std::vector<MusicCue> musicCues = {};
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/**
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* Currently active mixer programs
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*/
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std::vector<std::string> mixerPrograms = {};
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/**
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* GUID found in the LDF
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*/
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std::vector<GUID> guids = {};
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bool dirty = false;
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};
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