Clarify combat feedback audio cues
This commit is contained in:
@@ -4146,6 +4146,35 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
|
||||
failures.append("reinforcement feedback should use a distinct floating text color")
|
||||
if scene._combat_feedback_sfx_key("증원", "reinforcement") != "footstep":
|
||||
failures.append("reinforcement feedback should use the footstep arrival SFX")
|
||||
if scene._combat_feedback_sfx_key("-18", "damage") != "hit_heavy":
|
||||
failures.append("damage feedback should play a clear impact SFX")
|
||||
if scene._combat_feedback_sfx_key("헛침", "miss") != "guard_block":
|
||||
failures.append("miss feedback should play a guarded/missed SFX")
|
||||
if scene._combat_feedback_sfx_key("퇴각", "defeat") != "defeat_sting":
|
||||
failures.append("defeat feedback should play a retreat sting SFX")
|
||||
if scene._combat_feedback_sfx_key("+8 병력", "heal") != "skill_cast":
|
||||
failures.append("healing feedback should play a skill SFX")
|
||||
if scene._combat_feedback_sfx_key("공적 +10", "progress") != "menu_confirm":
|
||||
failures.append("merit feedback should play a clear confirmation SFX")
|
||||
if not scene._should_suppress_floating_feedback_text("공적 +10", "progress"):
|
||||
failures.append("routine merit feedback should be shown in the combat report instead of cluttering the map")
|
||||
if scene._should_suppress_floating_feedback_text("품계 2", "progress"):
|
||||
failures.append("level-up feedback should still appear as a floating battlefield cue")
|
||||
scene.title_sfx_enabled = true
|
||||
scene.title_sfx_volume_percent = BattleSceneScript.DEFAULT_AUDIO_VOLUME_PERCENT
|
||||
scene.recent_sfx_keys.clear()
|
||||
var floating_count_before_merit: int = scene.floating_texts.size()
|
||||
scene._on_combat_feedback_requested("cao_cao", "공적 +10", "progress")
|
||||
if scene.floating_texts.size() != floating_count_before_merit:
|
||||
failures.append("routine merit feedback should not add overlapping floating text")
|
||||
if not scene.recent_sfx_keys.has("menu_confirm"):
|
||||
failures.append("routine merit feedback should still play an audible confirmation")
|
||||
var progress_popup_offset: Vector2 = scene._floating_text_kind_offset("progress")
|
||||
if progress_popup_offset.x >= 0.0 or progress_popup_offset.y <= 0.0:
|
||||
failures.append("merit feedback should be offset from impact text so experience remains readable: %s" % str(progress_popup_offset))
|
||||
var miss_popup_offset: Vector2 = scene._floating_text_kind_offset("miss")
|
||||
if miss_popup_offset.y >= 0.0:
|
||||
failures.append("miss feedback should be lifted away from merit and damage text: %s" % str(miss_popup_offset))
|
||||
if not scene._combat_feedback_sfx_key("표적", "priority").is_empty():
|
||||
failures.append("priority targeting feedback should not inherit reinforcement arrival SFX")
|
||||
scene.recent_sfx_keys.clear()
|
||||
|
||||
Reference in New Issue
Block a user