Add new sound effects and sprites; refactor sound management
- Added new audio files for sound effects including pop sounds, phone ring, gym bro, and manager get out. - Introduced new sprites for character animations and icons. - Removed outdated sprite files to clean up the project. - Updated project configuration to reflect new icon and name changes. - Enhanced the sound manager to handle new sound effects and manage active hazard sounds more effectively. - Refactored hazard spawning and resolution logic to utilize new sound effects based on hazard types.
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@@ -1,9 +1,10 @@
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[gd_resource type="DayConfig" load_steps=3 format=3 uid="uid://d30pwvrr7m72j"]
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[gd_resource type="DayConfig" load_steps=4 format=3 uid="uid://d30pwvrr7m72j"]
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[ext_resource type="HazardDef" uid="uid://xsxsa2m5ryjr" path="res://Resources/Hazard_Phone.tres" id="1_ilyy2"]
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[ext_resource type="HazardDef" uid="uid://pgmnp6ev1ark" path="res://Resources/Hazard_GymBro.tres" id="1_qov1i"]
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[ext_resource type="PackedScene" uid="uid://dxq2510ywj1hy" path="res://Objects/bench_press.tscn" id="2_ilyy2"]
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[resource]
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target_weight = 25.0
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mini_game_scene = ExtResource("2_ilyy2")
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available_hazards = Array[HazardDef]([ExtResource("1_qov1i")])
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available_hazards = Array[HazardDef]([ExtResource("1_ilyy2"), ExtResource("1_qov1i")])
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