Wires in new audio sound fxs

This commit is contained in:
2026-03-11 10:23:19 -04:00
parent 309182daeb
commit 8b2e059f07
10 changed files with 21 additions and 0 deletions
+8
View File
@@ -327,6 +327,7 @@ func _on_enemy_died() -> void:
_enemy_count -= 1
if _enemy_count <= 0:
data.cleared = true
AudioManager.play("room_clear")
if data.type == RoomData.RoomType.BOSS:
_spawn_body_part_drop()
_spawn_floor_exit()
@@ -566,11 +567,18 @@ func _update_door_locks() -> void:
(area as Area2D).monitoring = not locked
# Update physical door barriers
var was_unlocked := false
for door in _physical_doors.values():
if not door.is_locked():
was_unlocked = true
break
for door in _physical_doors.values():
if locked:
door.lock()
else:
door.unlock()
if locked and was_unlocked:
AudioManager.play("door_close")
# ---------------------------------------------------------------------------
# Explicit signal cleanup on exit (safer than relying on Godot auto-cleanup)