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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Weapon sounds
This commit is contained in:
parent
22a1ec5ba2
commit
3c531bbe04
14 changed files with 174 additions and 52 deletions
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@ -1,4 +1,4 @@
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[gd_resource type="Resource" script_class="CreditsCollection" load_steps=22 format=3 uid="uid://cojsc1rtf41i1"]
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[gd_resource type="Resource" script_class="CreditsCollection" load_steps=23 format=3 uid="uid://cojsc1rtf41i1"]
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[ext_resource type="Script" uid="uid://buq8eurx510ps" path="res://Scripts/Resources/CreditsCollection.cs" id="1_0bwsf"]
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[ext_resource type="Script" uid="uid://bc4f4ggvk3ktf" path="res://Scripts/Resources/CreditsEntry.cs" id="1_aaqha"]
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@ -117,7 +117,13 @@ Name = "Poppy Works"
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Contribution = "Silver Font"
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metadata/_custom_type_script = "uid://bc4f4ggvk3ktf"
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[sub_resource type="Resource" id="Resource_2niq1"]
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script = ExtResource("1_aaqha")
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Name = "S_Dij"
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Contribution = "SFX"
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metadata/_custom_type_script = "uid://bc4f4ggvk3ktf"
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[resource]
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script = ExtResource("1_0bwsf")
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Credits = Array[ExtResource("1_aaqha")]([SubResource("Resource_ep84i"), SubResource("Resource_ianh3"), SubResource("Resource_m7fsk"), SubResource("Resource_ans3w"), SubResource("Resource_1cmaw"), SubResource("Resource_vda0h"), SubResource("Resource_daaek"), SubResource("Resource_8vv0q"), SubResource("Resource_321dv"), SubResource("Resource_j7pkh"), SubResource("Resource_aaqha"), SubResource("Resource_gr2tg"), SubResource("Resource_b8hlh"), SubResource("Resource_gbaov"), SubResource("Resource_jkmrk"), SubResource("Resource_ivgyk"), SubResource("Resource_n6vk1"), SubResource("Resource_k4ucw")])
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Credits = Array[ExtResource("1_aaqha")]([SubResource("Resource_ep84i"), SubResource("Resource_ianh3"), SubResource("Resource_m7fsk"), SubResource("Resource_ans3w"), SubResource("Resource_1cmaw"), SubResource("Resource_vda0h"), SubResource("Resource_daaek"), SubResource("Resource_8vv0q"), SubResource("Resource_321dv"), SubResource("Resource_j7pkh"), SubResource("Resource_aaqha"), SubResource("Resource_gr2tg"), SubResource("Resource_b8hlh"), SubResource("Resource_gbaov"), SubResource("Resource_jkmrk"), SubResource("Resource_ivgyk"), SubResource("Resource_n6vk1"), SubResource("Resource_k4ucw"), SubResource("Resource_2niq1")])
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metadata/_custom_type_script = "uid://buq8eurx510ps"
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@ -1,7 +1,9 @@
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[gd_resource type="Resource" script_class="WeaponResource" load_steps=3 format=3 uid="uid://b8apu0l5fm4k"]
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[gd_resource type="Resource" script_class="WeaponResource" load_steps=5 format=3 uid="uid://b8apu0l5fm4k"]
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[ext_resource type="Resource" uid="uid://eu6n6c5175y8" path="res://Resources/Bullets/simple_ice_bullet.tres" id="1_85ef1"]
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[ext_resource type="Script" uid="uid://b6fmrnipv88bk" path="res://Scripts/Resources/WeaponResource.cs" id="2_m8dps"]
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[ext_resource type="AudioStream" uid="uid://cjg8r7bthkfsy" path="res://SFX/Laser_shoot 11.wav" id="2_r2tre"]
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[ext_resource type="AudioStream" uid="uid://jsv3yjluv1au" path="res://SFX/Weapons/Reload_01.wav" id="2_sd6j2"]
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[resource]
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script = ExtResource("2_m8dps")
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@ -12,9 +14,11 @@ BulletCapacity = 4
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ReloadTime = 0.6
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AutoReload = true
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InfiniteAmmo = true
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ItemKey = &"ICICLE_GUN"
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AmmoKey = null
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BulletsPerShot = 1
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SpreadAngle = 0.0
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RandomSpread = 0.0
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ItemKey = &"ICICLE_GUN"
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AmmoKey = null
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_rotationOffset = 0.0
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ReloadSound = ExtResource("2_sd6j2")
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ShootSound = ExtResource("2_r2tre")
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@ -1,7 +1,9 @@
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[gd_resource type="Resource" script_class="WeaponResource" load_steps=3 format=3 uid="uid://yuc0v7gojgep"]
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[gd_resource type="Resource" script_class="WeaponResource" load_steps=5 format=3 uid="uid://yuc0v7gojgep"]
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[ext_resource type="Resource" uid="uid://eu6n6c5175y8" path="res://Resources/Bullets/simple_ice_bullet.tres" id="1_lg8jo"]
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[ext_resource type="Script" uid="uid://b6fmrnipv88bk" path="res://Scripts/Resources/WeaponResource.cs" id="2_f4135"]
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[ext_resource type="AudioStream" uid="uid://jsv3yjluv1au" path="res://SFX/Weapons/Reload_01.wav" id="2_j27q6"]
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[ext_resource type="AudioStream" uid="uid://cjg8r7bthkfsy" path="res://SFX/Laser_shoot 11.wav" id="3_nbc7n"]
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[resource]
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script = ExtResource("2_f4135")
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@ -12,9 +14,11 @@ BulletCapacity = 8
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ReloadTime = 0.5
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AutoReload = true
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InfiniteAmmo = false
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ItemKey = &"ICICLE_REPEATER"
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AmmoKey = &"ICE_AMMO"
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BulletsPerShot = 1
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SpreadAngle = 0.0
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RandomSpread = 0.0
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ItemKey = &"ICICLE_REPEATER"
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AmmoKey = &"ICE_AMMO"
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_rotationOffset = 0.0
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ReloadSound = ExtResource("2_j27q6")
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ShootSound = ExtResource("3_nbc7n")
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BIN
SFX/Weapons/Reload_01.wav
(Stored with Git LFS)
Normal file
BIN
SFX/Weapons/Reload_01.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
24
SFX/Weapons/Reload_01.wav.import
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24
SFX/Weapons/Reload_01.wav.import
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@ -0,0 +1,24 @@
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://jsv3yjluv1au"
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path="res://.godot/imported/Reload_01.wav-c4c46f1f50e796d8c1436431b4e3634c.sample"
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[deps]
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source_file="res://SFX/Weapons/Reload_01.wav"
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dest_files=["res://.godot/imported/Reload_01.wav-c4c46f1f50e796d8c1436431b4e3634c.sample"]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=2
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@ -1,6 +1,7 @@
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[gd_scene load_steps=2 format=3 uid="uid://crry0rgk7a8sm"]
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[gd_scene load_steps=3 format=3 uid="uid://crry0rgk7a8sm"]
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[ext_resource type="Script" uid="uid://2ji3nxqbq577" path="res://Scripts/Weapon.cs" id="1_f5iec"]
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[ext_resource type="Script" uid="uid://dw7nwfbws3op4" path="res://Scripts/Weapons/WeaponSoundModule.cs" id="2_uwnyl"]
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[node name="Weapon" type="Sprite2D" node_paths=PackedStringArray("Muzzle")]
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script = ExtResource("1_f5iec")
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@ -10,3 +11,22 @@ Muzzle = NodePath("Muzzle")
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[node name="ShootTimer" type="Timer" parent="."]
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one_shot = true
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[node name="SoundModule" type="Node2D" parent="." node_paths=PackedStringArray("Weapon", "ShootSound", "ReloadSound", "EmptySound")]
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script = ExtResource("2_uwnyl")
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Weapon = NodePath("..")
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ShootSound = NodePath("ShootSound")
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ReloadSound = NodePath("ReloadSound")
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EmptySound = NodePath("EmptySound")
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[node name="ShootSound" type="AudioStreamPlayer2D" parent="SoundModule"]
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bus = &"Effects"
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area_mask = 2
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[node name="ReloadSound" type="AudioStreamPlayer2D" parent="SoundModule"]
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[node name="EmptySound" type="AudioStreamPlayer2D" parent="SoundModule"]
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[connection signal="Empty" from="." to="SoundModule" method="PlayEmptySound"]
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[connection signal="Reloading" from="." to="SoundModule" method="PlayReloadSound"]
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[connection signal="Shooting" from="." to="SoundModule" method="PlayShootSound"]
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@ -1,9 +1,7 @@
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[gd_scene load_steps=6 format=3 uid="uid://b1qnfiuokpvsr"]
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[gd_scene load_steps=4 format=3 uid="uid://b1qnfiuokpvsr"]
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[ext_resource type="Texture2D" uid="uid://cybpmpb0d8yva" path="res://Sprites/Projectile.png" id="1_2eu87"]
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[ext_resource type="Script" uid="uid://dsa4b75hdig8p" path="res://Scripts/Bullet.cs" id="1_jvxw3"]
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[ext_resource type="AudioStream" uid="uid://cjg8r7bthkfsy" path="res://SFX/Laser_shoot 11.wav" id="3_8bitv"]
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[ext_resource type="Script" uid="uid://dwnqgkuj6bgay" path="res://Scripts/Misc/LimitedAudioPlayer.cs" id="4_jxgah"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_jxptd"]
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radius = 2.23607
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@ -26,14 +24,6 @@ editor_description = "Player Bullet"
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[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="."]
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[node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="."]
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stream = ExtResource("3_8bitv")
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autoplay = true
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bus = &"Effects"
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area_mask = 8
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script = ExtResource("4_jxgah")
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AudioName = &"ICE_BULLET"
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[connection signal="area_entered" from="." to="." method="_on_area_entered"]
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]
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File diff suppressed because one or more lines are too long
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@ -95,8 +95,7 @@ public partial class PlayerWeaponProvider : Node2D
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public void Shoot(Vector2 direction)
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{
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if (EquippedWeapon == null) return;
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EquippedWeapon.ShootDirection = direction;
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EquippedWeapon.Shoot();
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}
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@ -170,8 +170,6 @@ public partial class Active : PlayerStateBase
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//CallDeferred(MethodName.PauseDeferred);
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PauseDeferred();
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}
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}
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private void PauseDeferred()
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@ -29,16 +29,15 @@ public partial class WeaponResource : Resource
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[Export] public bool InfiniteAmmo = true;
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[Export] public StringName ItemKey;
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[Export] public StringName AmmoKey;
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#region Bullet spawn data
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[ExportCategory("Bullet Spawn Data")]
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[Export] public int BulletsPerShot = 1;
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[Export] public float SpreadAngle = 0f;
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[Export] public float RandomSpread = 0f;
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[Export] public StringName ItemKey;
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#region Bullet spawn data
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[Export] public StringName AmmoKey;
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[Export] public float RandomSpread = 0f;
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//[Export] public float BulletSpeed = 100f;
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//[Export] public float BulletDamage = 1;
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//[Export] public float LifeTime = 10f;
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@ -49,6 +48,11 @@ public partial class WeaponResource : Resource
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//[Export] private Array<Resource> _timeModifiers;
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#endregion
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[ExportCategory("Sounds")]
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[Export] public AudioStream ReloadSound { get; set; }
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[Export] public AudioStream ShootSound { get; set; }
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[Export] public AudioStream EmptySound { get; set; }
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public BulletInfo MakeBullet(Vector2 position)
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{
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@ -17,6 +17,14 @@ public partial class Weapon : Node2D
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[Export]
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public Marker2D Muzzle { get; set; }
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[Signal]
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public delegate void ShootingEventHandler();
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[Signal]
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public delegate void ReloadingEventHandler();
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[Signal] public delegate void EmptyEventHandler();
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public int Ammo { get; set; } = 0;
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private int _loadedAmmo;
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@ -60,6 +68,8 @@ public partial class Weapon : Node2D
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public void Reload()
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{
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EmitSignalReloading();
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_cooldownTimer.Start(WeaponData.ReloadTime);
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if (WeaponData.InfiniteAmmo || string.IsNullOrWhiteSpace(WeaponData.AmmoKey))
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@ -77,7 +87,8 @@ public partial class Weapon : Node2D
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}
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else
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{
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GD.Print("Out of ammo");
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EmitSignalEmpty();
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//GD.Print("Out of ammo");
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}
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}
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}
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@ -100,11 +111,12 @@ public partial class Weapon : Node2D
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return;
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}
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EmitSignalShooting();
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// TODO: Shoot at muzzle position, need to provide a way to turn it, on a radius?
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float halfSpread = WeaponData.SpreadAngle / 2f;
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float spreadStep = WeaponData.BulletsPerShot > 1 ? WeaponData.SpreadAngle / (WeaponData.BulletsPerShot - 1) : 0;
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for (int i = 0; i < WeaponData.BulletsPerShot; i++)
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{
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40
Scripts/Weapons/WeaponSoundModule.cs
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40
Scripts/Weapons/WeaponSoundModule.cs
Normal file
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@ -0,0 +1,40 @@
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using Godot;
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namespace Cirno.Scripts.Weapons;
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public partial class WeaponSoundModule : Node2D
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{
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[Export]
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public Weapon Weapon { get; private set; }
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[Export]
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public AudioStreamPlayer2D ShootSound { get; private set; }
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[Export]
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public AudioStreamPlayer2D ReloadSound { get; private set; }
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[Export]
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public AudioStreamPlayer2D EmptySound { get; private set; }
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public override void _Ready()
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{
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if (Weapon?.WeaponData is null) return;
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ShootSound.Stream = Weapon.WeaponData.ShootSound;
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ReloadSound.Stream = Weapon.WeaponData.ReloadSound;
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EmptySound.Stream = Weapon.WeaponData.EmptySound;
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}
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public void PlayReloadSound()
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{
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ReloadSound?.Play();
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}
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public void PlayShootSound()
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{
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ShootSound?.Play();
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}
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public void PlayEmptySound()
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{
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EmptySound?.Play();
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}
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}
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1
Scripts/Weapons/WeaponSoundModule.cs.uid
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1
Scripts/Weapons/WeaponSoundModule.cs.uid
Normal file
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@ -0,0 +1 @@
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uid://dw7nwfbws3op4
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