Player/DropObjectOnFootstep.cs
using Sandbox;
using Sandbox.Diagnostics;
using Sandbox.Services;
using System;
using System.Threading;
public sealed class DropObjectOnFootstep : Component
{
[Property] GameObject Prefab { get; set; }
[Property] SkinnedModelRenderer Source { get; set; }
protected override void OnEnabled()
{
if ( Source is null )
return;
Source.OnFootstepEvent += OnEvent;
}
protected override void OnDisabled()
{
if ( Source is null )
return;
Source.OnFootstepEvent -= OnEvent;
}
private void OnEvent( SceneModel.FootstepEvent e )
{
var tr = Scene.Trace
.Ray( e.Transform.Position + Vector3.Up * 20, e.Transform.Position + Vector3.Up * -20 )
.Run();
if ( !tr.Hit )
return;
var angles = e.Transform.Rotation.Angles();
angles.pitch = 0;
angles.roll = 0;
//SceneUtility.Instantiate( Prefab, new Transform( tr.HitPosition, angles.ToRotation() ) );
var sound = e.FootId == 0 ? tr.Surface.Sounds.FootLeft : tr.Surface.Sounds.FootRight;
if ( sound != null )
Sound.Play( sound, WorldPosition );
}
}