cirnogodot/Scripts/AlarmManager.cs

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using Godot;
namespace Cirno.Scripts;
public partial class AlarmManager : Node2D
{
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[Export]
public AudioStream AlarmSound { get; private set; }
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public static AlarmManager Instance { get; private set; }
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public bool IsAlarmOn { get; private set; } = false;
public Vector2 LastAlarmPosition { get; private set; } = new Vector2();
[Signal]
public delegate void AlarmEnabledEventHandler(Vector2 location);
[Signal]
public delegate void AlarmDisabledEventHandler();
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private AudioStreamPlayer2D _player;
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public override void _Ready()
{
Instance = this;
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if (AlarmSound is not null)
{
var player = new AudioStreamPlayer2D();
player.Stream = AlarmSound;
this.CallDeferred("add_child", player);
_player = player;
}
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}
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public void SoundAlarm(Vector2 location)
{
if (IsAlarmOn) return;
IsAlarmOn = true;
LastAlarmPosition = location;
EmitSignal(nameof(AlarmEnabled), location);
GD.Print($"Alarm sounded at {location}");
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_player?.Play();
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}
public void DisableAlarm()
{
IsAlarmOn = false;
EmitSignal(nameof(AlarmDisabled));
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_player?.Stop();
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}
}