Building task queue and remove duplicated construction complete sound

This commit is contained in:
2025-08-28 22:45:51 +08:00
parent af31914ada
commit 0d3c84491b
2 changed files with 84 additions and 20 deletions

View File

@@ -1,3 +1,4 @@
using System;
using System.Threading.Tasks;
using AceFieldNewHorizon.Scripts.System;
using Godot;
@@ -12,7 +13,7 @@ public partial class BaseTile : Node2D
private CollisionShape2D _collisionShape;
private Sprite2D _sprite;
private ColorRect _progressOverlay;
private AudioStreamPlayer _completionSound;
private Action _onConstructionComplete;
public override void _Ready()
{
@@ -21,15 +22,6 @@ public partial class BaseTile : Node2D
_progressOverlay = GetNodeOrNull<ColorRect>("ProgressOverlay");
if (_progressOverlay != null)
_progressOverlay.Visible = false;
// Setup audio player
_completionSound = new AudioStreamPlayer();
AddChild(_completionSound);
var sound = GD.Load<AudioStream>("res://Sounds/Events/ConstructionComplete.wav");
if (sound != null)
{
_completionSound.Stream = sound;
}
}
public void SetGhostMode(bool canPlace)
@@ -52,10 +44,15 @@ public partial class BaseTile : Node2D
}
// Building progress visualization
public void StartConstruction(float buildTime)
public void StartConstruction(float buildTime, Action onComplete = null)
{
if (_progressOverlay == null || _sprite?.Texture == null) return;
if (_progressOverlay == null || _sprite?.Texture == null)
{
onComplete?.Invoke();
return;
}
_onConstructionComplete = onComplete;
var texSize = new Vector2(GridUtils.TileSize, GridUtils.TileSize);
_progressOverlay.Visible = true;
@@ -80,8 +77,11 @@ public partial class BaseTile : Node2D
);
}
// Fade out the overlay instead of making it instantly disappear
// Fade out the overlay
await FadeOutOverlay(0.5f);
// Notify completion
_onConstructionComplete?.Invoke();
}
RunProgress();
@@ -92,12 +92,6 @@ public partial class BaseTile : Node2D
var elapsed = 0f;
var startAlpha = _progressOverlay.Modulate.A;
// Play completion sound
if (_completionSound?.Stream != null)
{
_completionSound.Play();
}
while (elapsed < duration)
{
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);