Split crate into shared logic library and binary crate (#52)
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90
crates/shared/src/sounds.rs
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90
crates/shared/src/sounds.rs
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use crate::{global_observer, loading_assets::AudioAssets};
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use bevy::prelude::*;
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#[derive(Event, Clone, Debug)]
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pub enum PlaySound {
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Hit,
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KeyCollect,
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Gun,
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Throw,
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ThrowHit,
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Gate,
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CashCollect,
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HeadCollect,
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SecretHeadCollect,
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HeadDrop,
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Selection,
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Invalid,
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MissileExplosion,
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Reloaded,
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CashHeal,
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Crossbow,
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Beaming,
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Backpack { open: bool },
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Head(String),
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}
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pub fn plugin(app: &mut App) {
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global_observer!(app, on_spawn_sounds);
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}
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fn on_spawn_sounds(
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trigger: Trigger<PlaySound>,
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mut commands: Commands,
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// sound_res: Res<AudioAssets>,
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// settings: SettingsRead,
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assets: Res<AudioAssets>,
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) {
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let event = trigger.event();
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// if !settings.is_sound_on() {
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// continue;
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// }
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let source = match event {
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PlaySound::Hit => {
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let version = rand::random::<u8>() % 3;
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assets.hit[version as usize].clone()
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}
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PlaySound::KeyCollect => assets.key_collect.clone(),
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PlaySound::Gun => assets.gun.clone(),
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PlaySound::Crossbow => assets.crossbow.clone(),
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PlaySound::Gate => assets.gate.clone(),
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PlaySound::CashCollect => assets.cash_collect.clone(),
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PlaySound::Selection => assets.selection.clone(),
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PlaySound::Throw => assets.throw.clone(),
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PlaySound::ThrowHit => assets.throw_explosion.clone(),
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PlaySound::Reloaded => assets.reloaded.clone(),
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PlaySound::Invalid => assets.invalid.clone(),
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PlaySound::CashHeal => assets.cash_heal.clone(),
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PlaySound::HeadDrop => assets.head_drop.clone(),
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PlaySound::HeadCollect => assets.head_collect.clone(),
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PlaySound::SecretHeadCollect => assets.secret_head_collect.clone(),
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PlaySound::MissileExplosion => assets.missile_explosion.clone(),
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PlaySound::Beaming => assets.beaming.clone(),
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PlaySound::Backpack { open } => {
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if *open {
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assets.backpack_open.clone()
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} else {
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assets.backpack_close.clone()
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}
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}
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PlaySound::Head(name) => {
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let filename = format!("{}.ogg", name);
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assets
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.head
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.get(filename.as_str())
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.unwrap_or_else(|| panic!("invalid head '{}'", filename))
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.clone()
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}
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};
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commands.spawn((
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Name::new("sfx"),
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AudioPlayer::new(source),
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PlaybackSettings {
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mode: bevy::audio::PlaybackMode::Despawn,
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..Default::default()
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},
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));
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}
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