Commit Graph

126 Commits

Author SHA1 Message Date
Sam
fe70b7fbce Addressed second round of feedback. 2020-09-21 17:38:53 -05:00
Sam
b06ab250cc Addressed first round of feedback on sword overhaul. 2020-09-21 17:38:52 -05:00
Sam
cf573a42bd Initial implementation of combo melee attack. 2020-09-21 17:38:41 -05:00
scott-c
d316463eb3 Add combat sfx #647 2020-08-26 19:28:00 +08:00
Joshua Barretto
a924f9694d Explosion sound and event lights 2020-08-08 19:26:52 +08:00
Joshua Barretto
8547cdd681 Added outcome sound effects, fixed directional sound, particle outcomes 2020-08-08 19:26:52 +08:00
BottledByte
ab1c43be84 Dehardcoded LanternKind, Consumable and Ingredient, fixed Sceptre hotbar
Also fixed two wrong asset references and did some .ron formatting
2020-08-05 01:21:42 +02:00
Ben Wallis
a9d3f984f0 Implemented loot pickup chat messages and the option for playing different sounds for picked up items
* Added chat message when an item is picked up
* Changed InventoryUpdateEvent::Collected to InventoryUpdateEvent::Collected(Item) to facilitate the client being aware of what was picked up
* Added SfxInventoryEvent enum to allow different sounds to be used based on the item type. The RON mapping/de-serialization doesn't support matching on structs so we have to give it fixed enum values which are determined in TryFrom<&InventoryUpdateEvent> for SfxEvent
* Refactored InventoryManip::Pickup arm of match in inventory_manip::handle_inventory for clarity/better warning messages
* Fixed a bug that prevented the CollectFailed event from being raised when a player's inventory is full
* Added a panic for the situation where an item is pushed into the players inventory and then the deletion of the entity fails as this would indicate an item dupe bug - this could potentially be reworked to pull the item back from the player's inventory but this seems like there's be a more correct transactional way to do this.
* Added two temporary sounds to prove the per-item sound functionality (pickup sounds for Swords and Staffs)
2020-06-28 13:05:28 +01:00
Shane Handley
6a1cec8860 Docs, make adding event mappers easier for sfx, remove placeholder
sounds.
2020-06-09 00:41:46 +10:00
Shane Handley
fc8bb427fb Handle TripleStrike stages individually. 2020-06-08 10:19:42 +10:00
Shane Handley
987a025d36 Introduce a ToolCategory so we can ignore the specific type of weapon
when deciding on the SFX to play when wielding/attacking.
2020-06-08 10:19:42 +10:00
Shane Handley
802bce1698 Target the specific attack types, to handle TripeStrike etc...
Removed the Axe sfx until the animations show the swing
2020-06-08 10:19:41 +10:00
Shane Handley
0516af8c57 Add swoosh sounds for additional weapons. 2020-06-08 10:19:41 +10:00
Shane Handley
d5cc5c8537 Add initial attack sfx code with bow shot sounds. 2020-06-08 10:19:41 +10:00
Julian
cf9820e204 Added new SFX and adjusted sfx.ron
New SFX sounds.

add_item.wav (Better fitting pickup sound)
drop_item.wav (New sound for dropping items)
open_inventory.wav (The old pickup sound, can be used for opening the bag but needs to be implemented)
sword_in.wav (Better fitting sound)
sowrd_out.wav (Better fitting sound)

Fixed the drop sfx sound in sfx.ron
Its the drop_item sound instead of a grass moving step.
2020-05-03 21:52:11 +02:00
Shane Handley
362771be4b SFX and unit test fixes. 2020-03-27 12:06:25 +11:00
Pfauenauge90
5f10cdf0c6 adjusted foot step sounds, inventory space above bag 2020-03-25 21:06:01 +01:00
timokoesters
aa963b7686 Merge remote-tracking branch 'origin/master' into clientstates 2020-03-15 15:27:06 +01:00
S Handley
bc692c0101 Add audio and chat message feedback when the player attempts to collect something while thier inventory is full. 2020-03-11 10:30:59 +00:00
Adam Whitehurst
096d3b691e Merge master 2020-03-07 12:49:15 -08:00
S Handley
b0ca85069b Piggyback on the InventoryUpdate events and attach some additional event info so that we can detect why the inventory update was triggered, and emit an associated sfx event that matches it. 2020-03-04 10:09:48 +00:00
Shane Handley
0d2b26a3b8 SFX Fixes - Reinstate run, uncomment tests and make them pass, adjust
config.
2020-02-25 22:03:29 +09:00
S Handley
9ab2833056 Add weapon wield/unwield sfx support 2020-02-21 02:56:54 +00:00
S Handley
2644e29484 Refactor and Rename for clarity
Implements a potential structure for splitting the SFX event mapping
into smaller individual files for maintainability.

- Remove inventory events for now: For a later commit.
- No longer panic when there is a failure parsing the sfx file: log the error and not play sfx.
2020-01-01 02:55:48 +00:00
S Handley
11dd6b8090 Update footsteps SFX 2019-12-08 10:03:40 +00:00
S Handley
ea2e0d17de SFX system
This is an event based approach to SFX sounds. There is a specific
character sound event mapper which determines sfx to play based on
character or NPC state, as well as emitting sfx events for
non-character-triggers such as levelling up.
2019-11-23 08:26:39 +00:00