✨ Building task queue and remove duplicated construction complete sound
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		| @@ -10,8 +10,68 @@ public partial class PlacementManager : Node2D | |||||||
| { | { | ||||||
|     [Export] public GridManager Grid { get; set; } |     [Export] public GridManager Grid { get; set; } | ||||||
|     [Export] public BuildingRegistry Registry { get; set; } |     [Export] public BuildingRegistry Registry { get; set; } | ||||||
|  |     [Export] public int MaxConcurrentBuilds { get; set; } = 6; // Make it adjustable in editor | ||||||
|  |  | ||||||
|     private static readonly List<string> BuildableTiles = ["wall", "miner"]; |     private static readonly List<string> BuildableTiles = ["wall", "miner"]; | ||||||
|  |     private readonly List<BuildTask> _activeBuilds = new(); | ||||||
|  |     private AudioStreamPlayer _completionSound; | ||||||
|  |  | ||||||
|  |     public override void _Ready() | ||||||
|  |     { | ||||||
|  |         base._Ready(); | ||||||
|  |          | ||||||
|  |         // Setup completion sound | ||||||
|  |         _completionSound = new AudioStreamPlayer(); | ||||||
|  |         AddChild(_completionSound); | ||||||
|  |         var sound = GD.Load<AudioStream>("res://Sounds/Events/ConstructionComplete.wav"); | ||||||
|  |         if (sound != null) | ||||||
|  |         { | ||||||
|  |             _completionSound.Stream = sound; | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     private void OnBuildCompleted() | ||||||
|  |     { | ||||||
|  |         // Remove all completed builds | ||||||
|  |         _activeBuilds.RemoveAll(task => task.IsCompleted); | ||||||
|  |          | ||||||
|  |         // If no builds left, play the completion sound | ||||||
|  |         if (_activeBuilds.Count == 0) | ||||||
|  |         { | ||||||
|  |             _completionSound.Play(); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     // Call this when starting a new build | ||||||
|  |     private bool CanStartNewBuild() | ||||||
|  |     { | ||||||
|  |         // Remove completed builds | ||||||
|  |         _activeBuilds.RemoveAll(task => task.IsCompleted); | ||||||
|  |         return _activeBuilds.Count < MaxConcurrentBuilds; | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     private class BuildTask : IDisposable | ||||||
|  |     { | ||||||
|  |         private readonly Action _onCompleted; | ||||||
|  |         public bool IsCompleted { get; private set; } | ||||||
|  |  | ||||||
|  |         public BuildTask(Action onCompleted) | ||||||
|  |         { | ||||||
|  |             _onCompleted = onCompleted; | ||||||
|  |         } | ||||||
|  |  | ||||||
|  |         public void Complete() | ||||||
|  |         { | ||||||
|  |             if (IsCompleted) return; | ||||||
|  |             IsCompleted = true; | ||||||
|  |             _onCompleted?.Invoke(); | ||||||
|  |         } | ||||||
|  |  | ||||||
|  |         public void Dispose() | ||||||
|  |         { | ||||||
|  |             Complete(); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  |  | ||||||
|     private string _currentBuildingId = "wall"; |     private string _currentBuildingId = "wall"; | ||||||
|     private Vector2I _hoveredCell; |     private Vector2I _hoveredCell; | ||||||
| @@ -122,6 +182,12 @@ public partial class PlacementManager : Node2D | |||||||
|             var building = Registry.GetBuilding(_currentBuildingId); |             var building = Registry.GetBuilding(_currentBuildingId); | ||||||
|             if (building == null) return; |             if (building == null) return; | ||||||
|              |              | ||||||
|  |             if (!CanStartNewBuild()) | ||||||
|  |             { | ||||||
|  |                 // Optionally show feedback to player that build queue is full | ||||||
|  |                 return; | ||||||
|  |             } | ||||||
|  |  | ||||||
|             var scene = building.Scene; |             var scene = building.Scene; | ||||||
|             var buildingInstance = (BaseTile)scene.Instantiate(); |             var buildingInstance = (BaseTile)scene.Instantiate(); | ||||||
|             buildingInstance.RotationDegrees = _currentRotation; |             buildingInstance.RotationDegrees = _currentRotation; | ||||||
| @@ -132,7 +198,11 @@ public partial class PlacementManager : Node2D | |||||||
|             Grid.OccupyArea(_hoveredCell, buildingInstance, building.Size, _currentRotation, building.Layer); |             Grid.OccupyArea(_hoveredCell, buildingInstance, building.Size, _currentRotation, building.Layer); | ||||||
|  |  | ||||||
|             if (building.BuildTime > 0f) |             if (building.BuildTime > 0f) | ||||||
|                 buildingInstance.StartConstruction(building.BuildTime); |             { | ||||||
|  |                 var buildTask = new BuildTask(OnBuildCompleted); | ||||||
|  |                 _activeBuilds.Add(buildTask); | ||||||
|  |                 buildingInstance.StartConstruction(building.BuildTime, buildTask.Complete); | ||||||
|  |             } | ||||||
|         } |         } | ||||||
|  |  | ||||||
|         if (Input.IsActionPressed("destroy_tile") && |         if (Input.IsActionPressed("destroy_tile") && | ||||||
|   | |||||||
| @@ -1,3 +1,4 @@ | |||||||
|  | using System; | ||||||
| using System.Threading.Tasks; | using System.Threading.Tasks; | ||||||
| using AceFieldNewHorizon.Scripts.System; | using AceFieldNewHorizon.Scripts.System; | ||||||
| using Godot; | using Godot; | ||||||
| @@ -12,7 +13,7 @@ public partial class BaseTile : Node2D | |||||||
|     private CollisionShape2D _collisionShape; |     private CollisionShape2D _collisionShape; | ||||||
|     private Sprite2D _sprite; |     private Sprite2D _sprite; | ||||||
|     private ColorRect _progressOverlay; |     private ColorRect _progressOverlay; | ||||||
|     private AudioStreamPlayer _completionSound; |     private Action _onConstructionComplete; | ||||||
|  |  | ||||||
|     public override void _Ready() |     public override void _Ready() | ||||||
|     { |     { | ||||||
| @@ -21,15 +22,6 @@ public partial class BaseTile : Node2D | |||||||
|         _progressOverlay = GetNodeOrNull<ColorRect>("ProgressOverlay"); |         _progressOverlay = GetNodeOrNull<ColorRect>("ProgressOverlay"); | ||||||
|         if (_progressOverlay != null) |         if (_progressOverlay != null) | ||||||
|             _progressOverlay.Visible = false; |             _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) |     public void SetGhostMode(bool canPlace) | ||||||
| @@ -52,10 +44,15 @@ public partial class BaseTile : Node2D | |||||||
|     } |     } | ||||||
|  |  | ||||||
|     // Building progress visualization |     // 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); |         var texSize = new Vector2(GridUtils.TileSize, GridUtils.TileSize); | ||||||
|  |  | ||||||
|         _progressOverlay.Visible = true; |         _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); |             await FadeOutOverlay(0.5f); | ||||||
|  |              | ||||||
|  |             // Notify completion | ||||||
|  |             _onConstructionComplete?.Invoke(); | ||||||
|         } |         } | ||||||
|  |  | ||||||
|         RunProgress(); |         RunProgress(); | ||||||
| @@ -92,12 +92,6 @@ public partial class BaseTile : Node2D | |||||||
|         var elapsed = 0f; |         var elapsed = 0f; | ||||||
|         var startAlpha = _progressOverlay.Modulate.A; |         var startAlpha = _progressOverlay.Modulate.A; | ||||||
|  |  | ||||||
|         // Play completion sound |  | ||||||
|         if (_completionSound?.Stream != null) |  | ||||||
|         { |  | ||||||
|             _completionSound.Play(); |  | ||||||
|         } |  | ||||||
|  |  | ||||||
|         while (elapsed < duration) |         while (elapsed < duration) | ||||||
|         { |         { | ||||||
|             await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame); |             await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame); | ||||||
|   | |||||||
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