Clarify combat feedback audio cues

This commit is contained in:
2026-06-21 08:44:57 +09:00
parent a46e12ee38
commit 77e924f5c0
2 changed files with 63 additions and 1 deletions

View File

@@ -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()