godot-plateformer/addons/reedfx/sfx/SFXManager.gd

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'''音效播放管理器
Node的Signal播放對應的音效
'''
class_name ReedSFXManager extends Node
@export var bindings: Array[SFXSignalBinding] = []
@export var enable_debug: bool = true
func _ready() -> void:
_bind_all()
func _bind_all() -> void:
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_dbg_fmt("binding count=%d manager=%s", [bindings.size(), get_path()])
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for binding in bindings:
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_dbg_fmt(
"try bind: target_node=%s signal=%s",
[binding.target_node, binding.signal_name]
)
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if not has_node(binding.target_node):
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push_warning(
"[SFX] target node not found: %s (manager=%s)"
% [binding.target_node, get_path()]
)
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continue
var target := get_node(binding.target_node)
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_dbg_fmt("target resolved: %s path=%s", [target, target.get_path()])
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if not target.has_signal(binding.signal_name):
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push_warning(
"[SFX] signal not found: %s on %s"
% [binding.signal_name, target.get_path()]
)
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continue
var cb := func(ctx = null):
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_dbg_fmt(
"callback fired: binding=%s ctx=%s",
[binding, ctx]
)
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_on_sfx_signal(binding, ctx)
if target.is_connected(binding.signal_name, cb):
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_dbg_fmt("already connected: %s", [binding.signal_name])
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else:
var err := target.connect(binding.signal_name, cb)
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_dbg_fmt("connect result=%d (OK=0)", [err])
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func _on_sfx_signal(binding: SFXSignalBinding, args: Variant) -> void:
if enable_debug and binding.debug_print:
print_debug(binding.get_debug_message())
match binding.spawn_space:
SFXSignalBinding.SpawnSpace.GLOBAL:
_play_global(binding)
SFXSignalBinding.SpawnSpace.WORLD_POSITION:
if args is Dictionary and args.has("world_pos"):
_play_at_position(binding, args["world_pos"])
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func _dbg(msg: String) -> void:
if not enable_debug:
return
print("[SFX]", msg)
func _dbg_fmt(fmt: String, args: Array = []) -> void:
if not enable_debug:
return
print("[SFX]", fmt % args)
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# -----------------------------
# 播放逻辑
# -----------------------------
func _play_global(binding: SFXSignalBinding) -> void:
var target := get_node(binding.target_node)
if not binding.audio_stream:
return
var player := _create_player(binding)
add_child(player)
player.global_position = target.global_position + binding.offset
if binding.autoplay:
player.play()
func _play_at_position(binding: SFXSignalBinding, pos: Vector2) -> void:
if not binding.audio_stream:
return
var player := _create_player(binding)
add_child(player)
player.global_position = pos + binding.offset
if binding.autoplay:
player.play()
func _create_player(binding: SFXSignalBinding) -> AudioStreamPlayer2D:
var player := AudioStreamPlayer2D.new()
player.stream = binding.audio_stream
player.volume_db = binding.volume_db
player.pitch_scale = binding.pitch_scale
player.finished.connect(player.queue_free)
return player