Fixed some bugs. Added sfx random. Modified Jump sfx playback. Set low volume for enemy
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@ -4,37 +4,48 @@ using UnityEngine;
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public class AudioController : MonoBehaviour
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{
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public AudioClip jump_SFX, capture_SFX, hit_SFX;
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public List<AudioClip> jump_SFXs;
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public List<AudioClip> capture_SFXs;
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public AudioClip hit_SFX;
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[SerializeField] private AudioSource ac;/* capSrc, hitSrc, collectSrc;*/
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private float _startVolume;
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private void Start()
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{
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_startVolume = ac.volume;
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}
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public void PlayJumpSound()
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{
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ac.volume = 1f;
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ac.PlayOneShot(jump_SFX);
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ac.volume = _startVolume;
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int sfxIndex = Random.Range(0, jump_SFXs.Count);
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ac.PlayOneShot(jump_SFXs[sfxIndex]);
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}
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public void PlayCapSound()
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{
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ac.volume = 1f;
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ac.PlayOneShot(capture_SFX);
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ac.volume = _startVolume;
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int sfxIndex = Random.Range(0, capture_SFXs.Count);
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ac.PlayOneShot(capture_SFXs[sfxIndex]);
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}
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public void PlayHitSound()
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{
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ac.volume = 0.5f;
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ac.volume = 0.5f*_startVolume;
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ac.PlayOneShot(hit_SFX);
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}
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public void PlayCollectSound( AudioClip clip)
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{
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ac.volume = 1f;
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ac.volume = _startVolume;
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ac.PlayOneShot(clip);
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}
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public void PlaySound(AudioClip clip)
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{
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ac.volume = 0.6f;
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ac.volume = 0.6f*_startVolume;
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ac.PlayOneShot(clip);
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}
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}
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17
Assets/FootStepsSound.cs
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17
Assets/FootStepsSound.cs
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@ -0,0 +1,17 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class FootStepsSound : MonoBehaviour
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{
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private AudioController _controller;
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private void Start()
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{
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_controller = transform.parent.GetComponent<AudioController>();
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}
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public void Step()
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{
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_controller.PlayJumpSound();
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}
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}
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11
Assets/FootStepsSound.cs.meta
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11
Assets/FootStepsSound.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: f004223755ee0f445aad5f3731cda741
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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Load Diff
@ -199,6 +199,8 @@ public class DeathChecker : MonoBehaviour
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//////////////////////////PLAYER DEATH//////////////
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if (player.ownerIndex == TileOwner.Ariost)
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{
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TileManagment.OnAnyTileCaptured = null;
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TileManagment.OnInitialized = null;
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StartCoroutine(GoToMenuAfter(3f));
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}
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//////////////////////////PLAYER DEATH//////////////
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@ -21,6 +21,10 @@ public class GameManager : MonoBehaviour
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private void Awake()
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{
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activePlayers.Clear();
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tempDeadPlayers.Clear();
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deadPlayers.Clear();
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players.Clear();
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DeathChecker.OnPlayerDeath += KillPlayer;
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DeathChecker.OnPlayerRes += ResPlayer;
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DeathChecker.OnPlayerDeathPermanent += DestroyPermanent;
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@ -28,12 +28,15 @@ public class TileManagment : MonoBehaviour
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private void Awake()
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{
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//OnInitialized = null;
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//OnAnyTileCaptured = null;
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InitTileManager();
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Debug.Log("tile offset is " + tileOffset + " points");
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}
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}
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private void InitTileManager()
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{
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levelTiles.Clear();
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SetStaticTileMaterials();
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InitCharacterTiles();
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for (int i = 0; i < _tileParent.childCount; i++)
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@ -72,6 +75,10 @@ public class TileManagment : MonoBehaviour
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}
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private void InitCharacterTiles()
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{
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if (charTiles.Count > 0)
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{
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charTiles.Clear();
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}
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for (int i = 0; i < tileMaterialsStatic.Count; i++)
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{
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List<TileInfo> charTileList = new List<TileInfo>();
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