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

@ -2,6 +2,10 @@ extends Interactible
var plant: StringName
@onready var defuse_timer: Timer = $DefuseTimer
@export var bomb_audio: MultiplayerAudio3D
@export var tick_curve : Curve
var tick_time: float
var tick_stop: bool
func _ready() -> void:
super()
@ -9,20 +13,33 @@ func _ready() -> void:
Session.bomb_timer.timeout.connect(on_timeout)
Session.begin_bomb_stage()
func _process(delta: float) -> void:
if tick_stop:
return
if multiplayer.is_server():
tick_time += delta
if tick_time >= tick_curve.sample(1-Session.bomb_timer.time_left/Session.bomb_timer.wait_time):
bomb_audio.multiplayer_play()
tick_time = 0
func on_timeout():
if multiplayer.is_server() == false:
return
tick_stop = true
$BoomAudio.play()
Session.kill_site(plant)
func on_defuse_timeout():
Session.defuse_win()
tick_stop = true
func interaction_start(player_id: int):
if Session.player_nodes[player_id].team != Session.TEAMS.DEFENCE:
if tick_stop or Session.player_nodes[player_id].team != Session.TEAMS.DEFENCE:
return
super(player_id)
defuse_timer.start()
$DefuseAudio.multiplayer_play()
Session.player_nodes[player_id].passive.rpc_id(player_id)
func interaction_end():