Weapon sounds

This commit is contained in:
Marco 2025-04-08 17:59:20 +02:00
commit 3c531bbe04
14 changed files with 174 additions and 52 deletions

View file

@ -1,4 +1,4 @@
[gd_resource type="Resource" script_class="CreditsCollection" load_steps=22 format=3 uid="uid://cojsc1rtf41i1"]
[gd_resource type="Resource" script_class="CreditsCollection" load_steps=23 format=3 uid="uid://cojsc1rtf41i1"]
[ext_resource type="Script" uid="uid://buq8eurx510ps" path="res://Scripts/Resources/CreditsCollection.cs" id="1_0bwsf"]
[ext_resource type="Script" uid="uid://bc4f4ggvk3ktf" path="res://Scripts/Resources/CreditsEntry.cs" id="1_aaqha"]
@ -117,7 +117,13 @@ Name = "Poppy Works"
Contribution = "Silver Font"
metadata/_custom_type_script = "uid://bc4f4ggvk3ktf"
[sub_resource type="Resource" id="Resource_2niq1"]
script = ExtResource("1_aaqha")
Name = "S_Dij"
Contribution = "SFX"
metadata/_custom_type_script = "uid://bc4f4ggvk3ktf"
[resource]
script = ExtResource("1_0bwsf")
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")])
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")])
metadata/_custom_type_script = "uid://buq8eurx510ps"

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@ -1,7 +1,9 @@
[gd_resource type="Resource" script_class="WeaponResource" load_steps=3 format=3 uid="uid://b8apu0l5fm4k"]
[gd_resource type="Resource" script_class="WeaponResource" load_steps=5 format=3 uid="uid://b8apu0l5fm4k"]
[ext_resource type="Resource" uid="uid://eu6n6c5175y8" path="res://Resources/Bullets/simple_ice_bullet.tres" id="1_85ef1"]
[ext_resource type="Script" uid="uid://b6fmrnipv88bk" path="res://Scripts/Resources/WeaponResource.cs" id="2_m8dps"]
[ext_resource type="AudioStream" uid="uid://cjg8r7bthkfsy" path="res://SFX/Laser_shoot 11.wav" id="2_r2tre"]
[ext_resource type="AudioStream" uid="uid://jsv3yjluv1au" path="res://SFX/Weapons/Reload_01.wav" id="2_sd6j2"]
[resource]
script = ExtResource("2_m8dps")
@ -12,9 +14,11 @@ BulletCapacity = 4
ReloadTime = 0.6
AutoReload = true
InfiniteAmmo = true
ItemKey = &"ICICLE_GUN"
AmmoKey = null
BulletsPerShot = 1
SpreadAngle = 0.0
RandomSpread = 0.0
ItemKey = &"ICICLE_GUN"
AmmoKey = null
_rotationOffset = 0.0
ReloadSound = ExtResource("2_sd6j2")
ShootSound = ExtResource("2_r2tre")

View file

@ -1,7 +1,9 @@
[gd_resource type="Resource" script_class="WeaponResource" load_steps=3 format=3 uid="uid://yuc0v7gojgep"]
[gd_resource type="Resource" script_class="WeaponResource" load_steps=5 format=3 uid="uid://yuc0v7gojgep"]
[ext_resource type="Resource" uid="uid://eu6n6c5175y8" path="res://Resources/Bullets/simple_ice_bullet.tres" id="1_lg8jo"]
[ext_resource type="Script" uid="uid://b6fmrnipv88bk" path="res://Scripts/Resources/WeaponResource.cs" id="2_f4135"]
[ext_resource type="AudioStream" uid="uid://jsv3yjluv1au" path="res://SFX/Weapons/Reload_01.wav" id="2_j27q6"]
[ext_resource type="AudioStream" uid="uid://cjg8r7bthkfsy" path="res://SFX/Laser_shoot 11.wav" id="3_nbc7n"]
[resource]
script = ExtResource("2_f4135")
@ -12,9 +14,11 @@ BulletCapacity = 8
ReloadTime = 0.5
AutoReload = true
InfiniteAmmo = false
ItemKey = &"ICICLE_REPEATER"
AmmoKey = &"ICE_AMMO"
BulletsPerShot = 1
SpreadAngle = 0.0
RandomSpread = 0.0
ItemKey = &"ICICLE_REPEATER"
AmmoKey = &"ICE_AMMO"
_rotationOffset = 0.0
ReloadSound = ExtResource("2_j27q6")
ShootSound = ExtResource("3_nbc7n")

BIN
SFX/Weapons/Reload_01.wav (Stored with Git LFS) Normal file

Binary file not shown.

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@ -0,0 +1,24 @@
[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://jsv3yjluv1au"
path="res://.godot/imported/Reload_01.wav-c4c46f1f50e796d8c1436431b4e3634c.sample"
[deps]
source_file="res://SFX/Weapons/Reload_01.wav"
dest_files=["res://.godot/imported/Reload_01.wav-c4c46f1f50e796d8c1436431b4e3634c.sample"]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=2

View file

@ -1,6 +1,7 @@
[gd_scene load_steps=2 format=3 uid="uid://crry0rgk7a8sm"]
[gd_scene load_steps=3 format=3 uid="uid://crry0rgk7a8sm"]
[ext_resource type="Script" uid="uid://2ji3nxqbq577" path="res://Scripts/Weapon.cs" id="1_f5iec"]
[ext_resource type="Script" uid="uid://dw7nwfbws3op4" path="res://Scripts/Weapons/WeaponSoundModule.cs" id="2_uwnyl"]
[node name="Weapon" type="Sprite2D" node_paths=PackedStringArray("Muzzle")]
script = ExtResource("1_f5iec")
@ -10,3 +11,22 @@ Muzzle = NodePath("Muzzle")
[node name="ShootTimer" type="Timer" parent="."]
one_shot = true
[node name="SoundModule" type="Node2D" parent="." node_paths=PackedStringArray("Weapon", "ShootSound", "ReloadSound", "EmptySound")]
script = ExtResource("2_uwnyl")
Weapon = NodePath("..")
ShootSound = NodePath("ShootSound")
ReloadSound = NodePath("ReloadSound")
EmptySound = NodePath("EmptySound")
[node name="ShootSound" type="AudioStreamPlayer2D" parent="SoundModule"]
bus = &"Effects"
area_mask = 2
[node name="ReloadSound" type="AudioStreamPlayer2D" parent="SoundModule"]
[node name="EmptySound" type="AudioStreamPlayer2D" parent="SoundModule"]
[connection signal="Empty" from="." to="SoundModule" method="PlayEmptySound"]
[connection signal="Reloading" from="." to="SoundModule" method="PlayReloadSound"]
[connection signal="Shooting" from="." to="SoundModule" method="PlayShootSound"]

View file

@ -1,9 +1,7 @@
[gd_scene load_steps=6 format=3 uid="uid://b1qnfiuokpvsr"]
[gd_scene load_steps=4 format=3 uid="uid://b1qnfiuokpvsr"]
[ext_resource type="Texture2D" uid="uid://cybpmpb0d8yva" path="res://Sprites/Projectile.png" id="1_2eu87"]
[ext_resource type="Script" uid="uid://dsa4b75hdig8p" path="res://Scripts/Bullet.cs" id="1_jvxw3"]
[ext_resource type="AudioStream" uid="uid://cjg8r7bthkfsy" path="res://SFX/Laser_shoot 11.wav" id="3_8bitv"]
[ext_resource type="Script" uid="uid://dwnqgkuj6bgay" path="res://Scripts/Misc/LimitedAudioPlayer.cs" id="4_jxgah"]
[sub_resource type="CircleShape2D" id="CircleShape2D_jxptd"]
radius = 2.23607
@ -26,14 +24,6 @@ editor_description = "Player Bullet"
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="."]
[node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource("3_8bitv")
autoplay = true
bus = &"Effects"
area_mask = 8
script = ExtResource("4_jxgah")
AudioName = &"ICE_BULLET"
[connection signal="area_entered" from="." to="." method="_on_area_entered"]
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]

File diff suppressed because one or more lines are too long

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@ -96,7 +96,6 @@ public partial class PlayerWeaponProvider : Node2D
{
if (EquippedWeapon == null) return;
EquippedWeapon.ShootDirection = direction;
EquippedWeapon.Shoot();
}

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@ -170,8 +170,6 @@ public partial class Active : PlayerStateBase
//CallDeferred(MethodName.PauseDeferred);
PauseDeferred();
}
}
private void PauseDeferred()

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@ -29,16 +29,15 @@ public partial class WeaponResource : Resource
[Export] public bool InfiniteAmmo = true;
[Export] public StringName ItemKey;
[Export] public StringName AmmoKey;
#region Bullet spawn data
[ExportCategory("Bullet Spawn Data")]
[Export] public int BulletsPerShot = 1;
[Export] public float SpreadAngle = 0f;
[Export] public float RandomSpread = 0f;
[Export] public StringName ItemKey;
#region Bullet spawn data
[Export] public StringName AmmoKey;
//[Export] public float BulletSpeed = 100f;
//[Export] public float BulletDamage = 1;
//[Export] public float LifeTime = 10f;
@ -50,6 +49,11 @@ public partial class WeaponResource : Resource
#endregion
[ExportCategory("Sounds")]
[Export] public AudioStream ReloadSound { get; set; }
[Export] public AudioStream ShootSound { get; set; }
[Export] public AudioStream EmptySound { get; set; }
public BulletInfo MakeBullet(Vector2 position)
{
return BulletData.MakeBullet(position, BulletsPerShot, SpreadAngle, _rotationOffset);

View file

@ -17,6 +17,14 @@ public partial class Weapon : Node2D
[Export]
public Marker2D Muzzle { get; set; }
[Signal]
public delegate void ShootingEventHandler();
[Signal]
public delegate void ReloadingEventHandler();
[Signal] public delegate void EmptyEventHandler();
public int Ammo { get; set; } = 0;
private int _loadedAmmo;
@ -60,6 +68,8 @@ public partial class Weapon : Node2D
public void Reload()
{
EmitSignalReloading();
_cooldownTimer.Start(WeaponData.ReloadTime);
if (WeaponData.InfiniteAmmo || string.IsNullOrWhiteSpace(WeaponData.AmmoKey))
@ -77,7 +87,8 @@ public partial class Weapon : Node2D
}
else
{
GD.Print("Out of ammo");
EmitSignalEmpty();
//GD.Print("Out of ammo");
}
}
}
@ -100,12 +111,13 @@ public partial class Weapon : Node2D
return;
}
EmitSignalShooting();
// TODO: Shoot at muzzle position, need to provide a way to turn it, on a radius?
float halfSpread = WeaponData.SpreadAngle / 2f;
float spreadStep = WeaponData.BulletsPerShot > 1 ? WeaponData.SpreadAngle / (WeaponData.BulletsPerShot - 1) : 0;
for (int i = 0; i < WeaponData.BulletsPerShot; i++)
{
// Calculate angle offset for this bullet

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@ -0,0 +1,40 @@
using Godot;
namespace Cirno.Scripts.Weapons;
public partial class WeaponSoundModule : Node2D
{
[Export]
public Weapon Weapon { get; private set; }
[Export]
public AudioStreamPlayer2D ShootSound { get; private set; }
[Export]
public AudioStreamPlayer2D ReloadSound { get; private set; }
[Export]
public AudioStreamPlayer2D EmptySound { get; private set; }
public override void _Ready()
{
if (Weapon?.WeaponData is null) return;
ShootSound.Stream = Weapon.WeaponData.ShootSound;
ReloadSound.Stream = Weapon.WeaponData.ReloadSound;
EmptySound.Stream = Weapon.WeaponData.EmptySound;
}
public void PlayReloadSound()
{
ReloadSound?.Play();
}
public void PlayShootSound()
{
ShootSound?.Play();
}
public void PlayEmptySound()
{
EmptySound?.Play();
}
}

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@ -0,0 +1 @@
uid://dw7nwfbws3op4