Audio system

This commit is contained in:
Rendo 2025-11-30 16:22:11 +05:00
commit de2736c701
38 changed files with 2538 additions and 78 deletions

View file

@ -5,6 +5,7 @@ extends State
@export var max_speed: float = 5.0
@export var acceleration: float
@export var weapon_system: WeaponSystem
@export var land_sound: MultiplayerAudio3D
func enter() -> void:
pass
@ -18,6 +19,7 @@ func physics_update(delta: float) -> void:
return
if player.is_on_floor():
transition.emit("Stand")
land_sound.multiplayer_play()
player.velocity += player.get_gravity() * delta

View file

@ -7,12 +7,17 @@ extends State
@export var player: Player
@export var player_movement: PlayerMovement
@export var weapon_system: WeaponSystem
@export var audio: MultiplayerAudio3D
@export var step_delay: float
@export var step_speed_curve: Curve
var step_time: float
func enter() -> void:
pass
func exit() -> void:
pass
step_time = 0
func physics_update(delta: float) -> void:
if not is_multiplayer_authority():
@ -26,6 +31,11 @@ func physics_update(delta: float) -> void:
transition.emit("Fall")
return
step_time += delta * step_speed_curve.sample((player.velocity * Vector3(1,0,1)).length_squared()/(max_speed*max_speed))
if step_time >= step_delay:
step_time = 0
audio.multiplayer_play()
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void: