Add named procedural BGM tracks

This commit is contained in:
2026-06-20 11:10:58 +09:00
parent 4806cef211
commit 0062bb719c
8 changed files with 64 additions and 10 deletions

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@@ -15,7 +15,7 @@
- `scripts/core/campaign_state.gd`: Thin campaign save state for gold, inventory, roster, completed scenarios, and campaign flags.
- `scripts/core/battle_state.gd`: Battle rules, unit state, turns, AI, and victory checks.
- `scripts/scenes/battle_scene.gd`: Rendering, input handling, and HUD wiring.
- `audio/bgm/*.wav` and `audio/sfx/*.wav`: Procedural draft music loops and interface/action stingers.
- `audio/bgm/*.wav` and `audio/sfx/*.wav`: Named procedural draft music loops (`menu_camp_dawn_theme.wav`, `battle_yingchuan_march.wav`) and interface/action stingers.
- `art/portraits/*.png`, `art/units/*.png`, `art/units/enemies/*.png`, `art/items/*.png`, and `art/backgrounds/*.png`: Generated visual assets used by dialogue, battle HUD, transparent board-token cutouts, generic-enemy transparent cutouts, transparent item icon cutouts, and map backdrops.
- `data/campaign/campaign.json`: Campaign chapter ranges, scenario order, and scenario paths.
- `data/defs/*.json`: Officers, classes, terrain, items, and skills.