Add input sound cues to battle controls

This commit is contained in:
2026-06-20 10:06:42 +09:00
parent a455eee3e8
commit cfe0532ee1
2 changed files with 64 additions and 5 deletions

View File

@@ -12,6 +12,7 @@ func _init() -> void:
_check_scene_post_move_edge_positioning(failures)
_check_scene_post_move_scrolled_view_positioning(failures)
_check_scene_post_move_menu_tracks_map_scroll(failures)
_check_scene_input_audio_cues(failures)
_check_scene_post_move_text_fit(failures)
_check_scene_post_move_blocked_command_labels(failures)
_check_scene_post_move_tactic_picker_flow(failures)
@@ -315,6 +316,46 @@ func _check_scene_post_move_menu_tracks_map_scroll(failures: Array[String]) -> v
scene.free()
func _check_scene_input_audio_cues(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._create_hud()
scene._create_audio()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for input audio cues")
scene.free()
return
scene.battle_started = true
scene.campaign_complete_screen = false
scene.briefing_panel.visible = false
scene.result_panel.visible = false
scene._clear_pending_move_state()
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
var cao_cell: Vector2i = cao_cao.get("pos", Vector2i(-1, -1))
scene.recent_sfx_keys.clear()
scene._handle_board_click(_screen_for_cell(cao_cell))
if not scene.recent_sfx_keys.has("ui_click"):
failures.append("selecting a unit from the map should request a UI click sound: %s" % str(scene.recent_sfx_keys))
scene.recent_sfx_keys.clear()
var minimap_press := InputEventMouseButton.new()
minimap_press.button_index = MOUSE_BUTTON_LEFT
minimap_press.pressed = true
minimap_press.position = scene._minimap_map_rect().get_center()
if not scene._handle_minimap_mouse_button(minimap_press):
failures.append("minimap press should be handled for audio cue validation")
if not scene.recent_sfx_keys.has("ui_click"):
failures.append("clicking the minimap should request a UI click sound: %s" % str(scene.recent_sfx_keys))
scene.title_sfx_enabled = false
scene.state.clear_selection()
scene.recent_sfx_keys.clear()
scene._handle_board_click(_screen_for_cell(cao_cell))
if not scene.recent_sfx_keys.is_empty():
failures.append("disabled SFX should suppress input audio requests: %s" % str(scene.recent_sfx_keys))
scene.free()
func _check_scene_post_move_text_fit(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._create_hud()