Add more floors, light refactoring

This commit is contained in:
2025-02-12 00:49:16 -08:00
parent 9352e4c0fd
commit a1c66df038
31 changed files with 422 additions and 186 deletions

View File

@@ -14,6 +14,8 @@ public partial class InGameAudio : Node
[Dependency] public IGameEventDepot GameEventDepot => this.DependOn<IGameEventDepot>();
[Dependency] public IPlayer Player => this.DependOn<IPlayer>();
#region BGM Nodes
[Node] public IDimmableAudioStreamPlayer MenuBgm { get; set; } = default!;
@@ -54,6 +56,7 @@ public partial class InGameAudio : Node
{
InGameAudioLogic.Set(AppRepo);
InGameAudioLogic.Set(GameEventDepot);
InGameAudioLogic.Set(Player);
InGameAudioBinding = InGameAudioLogic.Bind();

View File

@@ -11,15 +11,16 @@ public partial class InGameAudioLogic
{
OnAttach(() =>
{
var player = Get<IPlayer>();
OnOverworldEntered();
var gameEventDepot = Get<IGameEventDepot>();
gameEventDepot.OverworldEntered += OnOverworldEntered;
gameEventDepot.DungeonAThemeAreaEntered += OnDungeonAThemeEntered;
gameEventDepot.MenuScrolled += OnMenuScrolled;
gameEventDepot.MenuBackedOut += OnMenuBackedOut;
gameEventDepot.EquippedWeapon += OnEquippedItem;
gameEventDepot.EquippedArmor += OnEquippedItem;
gameEventDepot.EquippedAccessory += OnEquippedItem;
player.Inventory.EquippedWeapon.Changed += OnEquippedItem;
player.Inventory.EquippedArmor.Changed += OnEquippedItem;
player.Inventory.EquippedAccessory.Changed += OnEquippedItem;
gameEventDepot.InventorySorted += OnInventorySorted;
gameEventDepot.HealingItemConsumed += OnHealingItemConsumed;
gameEventDepot.RestorativePickedUp += OnRestorativePickedUp;
@@ -28,13 +29,14 @@ public partial class InGameAudioLogic
OnDetach(() =>
{
var gameEventDepot = Get<IGameEventDepot>();
var player = Get<IPlayer>();
gameEventDepot.OverworldEntered -= OnOverworldEntered;
gameEventDepot.DungeonAThemeAreaEntered -= OnDungeonAThemeEntered;
gameEventDepot.MenuScrolled -= OnMenuScrolled;
gameEventDepot.MenuBackedOut -= OnMenuBackedOut;
gameEventDepot.EquippedWeapon -= OnEquippedItem;
gameEventDepot.EquippedArmor -= OnEquippedItem;
gameEventDepot.EquippedAccessory -= OnEquippedItem;
player.Inventory.EquippedWeapon.Changed -= OnEquippedItem;
player.Inventory.EquippedArmor.Changed -= OnEquippedItem;
player.Inventory.EquippedAccessory.Changed -= OnEquippedItem;
gameEventDepot.InventorySorted -= OnInventorySorted;
gameEventDepot.TeleportEntered -= OnTeleportEntered;
});