'''音效播放管理器 可以通過預設的音效表和對應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: print("[SFX] binding count =", bindings.size(), " manager path=", get_path()) for binding in bindings: print("[SFX] try bind: target_node=", binding.target_node, " signal=", binding.signal_name) if not has_node(binding.target_node): push_warning("[SFX] target node not found: %s (manager=%s)" % [binding.target_node, get_path()]) continue var target := get_node(binding.target_node) print("[SFX] target resolved:", target, " path=", target.get_path()) if not target.has_signal(binding.signal_name): push_warning("[SFX] signal not found: %s on %s" % [binding.signal_name, target.get_path()]) continue # 🔥 关键:lambda 包一层 + 打印确认 var cb := func(ctx = null): print("[SFX] callback fired! binding=", binding, " ctx=", ctx) _on_sfx_signal(binding, ctx) # 防止重复连接 if target.is_connected(binding.signal_name, cb): print("[SFX] already connected, skip:", binding.signal_name) else: var err := target.connect(binding.signal_name, cb) print("[SFX] connect result =", err, " (OK=0)") 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"]) # ----------------------------- # 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