Code/PlayerFootsteps.cs
public sealed class PlayerFootsteps : Component
{
[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;
}
TimeSince timeSinceStep;
private void OnEvent( SceneModel.FootstepEvent e )
{
if ( timeSinceStep < 0.2f )
return;
var tr = Scene.Trace
.Ray( e.Transform.Position + Vector3.Up * 20, e.Transform.Position + Vector3.Up * -20 )
.Run();
if ( !tr.Hit )
return;
if ( tr.Surface is null )
return;
timeSinceStep = 0;
var sound = e.FootId == 0 ? tr.Surface.Sounds.FootLeft : tr.Surface.Sounds.FootRight;
if ( sound is null ) return;
var handle = Sound.Play( sound, tr.HitPosition + tr.Normal * 5 );
handle.Volume *= e.Volume;
handle.Update();
}
}