round door to doors
This commit is contained in:
@@ -1,7 +1,7 @@
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use std::time::Duration;
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use bevy::{
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prelude::*,
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prelude::*,
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time::Stopwatch,
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};
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use bevy_kira_audio::{prelude::Volume, Audio, AudioControl, AudioTween};
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@@ -27,7 +27,7 @@ pub struct Monster {
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#[derive(Debug, Clone, PartialEq)]
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pub enum MonsterState {
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Lurking,
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Hunting,
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Hunting,
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Wandering,
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Dormant,
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}
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@@ -74,7 +74,7 @@ fn spawn_monster(
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// mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let spawn_position = Vec3::new(20.0, 0.5, 20.0);
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commands.spawn((
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Monster::default(),
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MonsterPathfinding {
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@@ -100,16 +100,16 @@ fn update_monster_state(
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player_query: Query<&Transform, With<Player>>,
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) {
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let mut rand = rand::rng();
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if let Ok((mut monster, monster_transform, mut pathfinding, mut danger)) = monster_query.get_single_mut() {
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let player_pos = if let Ok(player_transform) = player_query.get_single() {
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Some(player_transform.translation)
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} else {
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None
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};
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monster.state_timer.tick(time.delta());
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// when timer expires, potentially change state
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if monster.state_timer.just_finished() {
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let next_state = match monster.state {
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@@ -150,7 +150,7 @@ fn update_monster_state(
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MonsterState::Dormant
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}
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};
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// set state
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monster.state = next_state.clone();
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monster.state_timer = match next_state {
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@@ -159,16 +159,16 @@ fn update_monster_state(
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MonsterState::Wandering => Timer::from_seconds(30.0, TimerMode::Once),
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MonsterState::Hunting => Timer::from_seconds(15.0, TimerMode::Once),
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};
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// reset pathfinding when state changes
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pathfinding.current_target = None;
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println!("new state={:?}", monster.state);
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}
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// override state in some cases
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if let Some(player_pos) = player_pos {
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let distance = monster_transform.translation.distance(player_pos);
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// if player is very close and monster isn't hunting, switch to hunting
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if distance < monster.detection_range * 0.5 && monster.state != MonsterState::Hunting {
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if rand.random_bool(0.75) { // 75% chance to notice player
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@@ -178,7 +178,7 @@ fn update_monster_state(
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pathfinding.current_target = None;
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}
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}
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}
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}
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}
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}
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@@ -188,10 +188,10 @@ fn move_monster(
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player_query: Query<&Transform, With<Player>>,
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) {
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let mut rand = rand::rng();
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if let Ok((monster, mut transform, mut velocity, mut pathfinding)) = monster_query.get_single_mut() {
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pathfinding.wander_target_timer.tick(time.delta());
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// move based on state
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match monster.state {
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MonsterState::Dormant => {
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@@ -206,17 +206,17 @@ fn move_monster(
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0.0,
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rand.random_range(-range..range)
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);
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let base_pos = if let Ok(player_transform) = player_query.get_single() {
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player_transform.translation
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} else {
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transform.translation
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};
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pathfinding.current_target = Some(base_pos + random_offset);
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pathfinding.wander_target_timer = Timer::from_seconds(10.0, TimerMode::Once);
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}
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// move toward target at slow pace
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if let Some(target) = pathfinding.current_target {
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move_towards_target(&mut transform, &mut velocity, target, monster.speed * 0.65);
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@@ -232,12 +232,12 @@ fn move_monster(
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0.0,
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rand.random_range(-range..range)
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);
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pathfinding.current_target = Some(player_transform.translation + random_offset);
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pathfinding.wander_target_timer = Timer::from_seconds(7.0, TimerMode::Once);
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}
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}
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// move toward target at medium pace
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if let Some(target) = pathfinding.current_target {
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move_towards_target(&mut transform, &mut velocity, target, monster.speed * 0.85);
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@@ -247,9 +247,9 @@ fn move_monster(
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// chase the motherfucker
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if let Ok(player_transform) = player_query.get_single() {
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move_towards_target(
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&mut transform,
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&mut velocity,
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player_transform.translation,
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&mut transform,
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&mut velocity,
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player_transform.translation,
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monster.speed * 1.1
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);
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}
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@@ -267,7 +267,7 @@ fn move_towards_target(
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let direction = (target - transform.translation).normalize_or_zero();
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let direction = Vec3::new(direction.x, 0.0, direction.z).normalize_or_zero();
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velocity.linvel = direction * speed;
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if direction.length_squared() > 0.01 {
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let look_direction = Vec3::new(direction.x, 0.0, direction.z).normalize_or_zero();
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if look_direction != Vec3::ZERO {
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@@ -285,33 +285,43 @@ fn play_monster_sounds(
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player_query: Query<&Transform, With<Player>>,
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) {
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let mut rand = rand::rng();
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if let (Ok((mut monster, monster_transform)), Ok(player_transform)) =
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if let (Ok((mut monster, monster_transform)), Ok(player_transform)) =
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(monster_query.get_single_mut(), player_query.get_single()) {
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monster.footstep_timer.tick(time.delta());
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let distance = monster_transform.translation.distance(player_transform.translation);
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// play footstep sound if the timer finished
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if monster.footstep_timer.just_finished() {
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match monster.state {
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MonsterState::Hunting => {
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monster.footstep_timer = Timer::from_seconds(1.5, TimerMode::Once);
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monster.footstep_timer = Timer::from_seconds(10.0, TimerMode::Once);
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monster.speed = 2.0
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},
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MonsterState::Lurking | MonsterState::Wandering => {
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monster.footstep_timer = Timer::from_seconds(
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rand.random_range(3.0..7.0),
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10.0,
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TimerMode::Once
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);
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monster.speed = 1.0
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},
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MonsterState::Dormant => {
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monster.footstep_timer = Timer::from_seconds(
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rand.random_range(10.0..20.0),
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10.0,
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TimerMode::Once
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);
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monster.speed = 0.0
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}
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}
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play_footstep_segment(audio, &audio_assets, distance, &monster.state, monster.footstep_timer.duration().as_secs_f32());
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play_footstep_segment(
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audio,
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&audio_assets,
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distance,
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&monster.state,
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monster.footstep_timer.duration().as_secs_f32(),
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monster.speed
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);
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if monster.state == MonsterState::Hunting && rand.random_bool(0.3) {
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println!("Monster growl!");
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@@ -325,7 +335,8 @@ fn play_footstep_segment(
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audio_assets: &Res<AudioAssets>,
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distance: f32,
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state: &MonsterState,
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dur: f32
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dur: f32,
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speed: f32
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) {
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let base_volume: f32 = match state {
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MonsterState::Dormant => 0.6,
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@@ -333,23 +344,25 @@ fn play_footstep_segment(
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MonsterState::Wandering => 0.8,
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MonsterState::Hunting => 1.0,
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};
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// adjust volume based on distance (closer = louder)
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let distance_factor: f32 = 1.0 - (distance / 100.0).clamp(0.0, 1.0);
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let distance_factor: f32 = (1.0 - distance / 30.0).clamp(0.0, 1.0);
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let volume = base_volume * distance_factor;
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// play only a short segment of the footstep sound
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// by only playing the last part
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let mut start_time = 30.0 - dur;
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// let mut rand = rand::rng();
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// start_time += rand.random_range(0.0..5.0);
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audio.stop();
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audio.play(audio_assets.monster_footsteps.clone())
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.with_volume(volume as f64)
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.start_from((start_time as f64).min(27.0))
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.fade_in(AudioTween::linear(Duration::from_millis(100)))
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.with_playback_rate(speed as f64)
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.handle();
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println!("Monster footstep: State={:?}, Distance={:.2}, Volume={:.2}, Dur={:1}, Start={:1}",
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println!("Monster footstep: State={:?}, Distance={:.2}, Volume={:.2}, Dur={:1}, Start={:1}",
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state, distance, volume, dur, (start_time as f64).min(27.0));
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}
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}
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