using System.Collections; using System.Collections.Generic; using UnityEngine; public class AudioChanger : MonoBehaviour { [SerializeField] private PlayerState state; public AudioClip hit_LightingAudio, hit_LaserAudio, hit_TowerFireballAudio; [SerializeField] private AudioClip[] hit_SFX; [SerializeField] private AudioClip[] throw_SFX; private AudioClip hit_Audio, throw_Audio; [SerializeField] private AudioController _controller; private void Awake() { //if(state.defaultAction.name == "LaserAttack")/* hit_Audio = _controller.hit_SFX; throw_Audio = _controller.throw_SFX; switch (state.defaultAction.name ) { case "LaserAttack": //_controller.hit_SFX = hit_Audio; _controller.throw_SFX = throw_SFX[1]; break; case "StandartAttack": //_controller.hit_SFX = hit_Audio; _controller.throw_SFX = throw_SFX[0]; break; case "TowerCrystallAttack": //_controller.hit_SFX = hit_Audio; _controller.throw_SFX = throw_SFX[2]; break; default: //_controller.hit_SFX = hit_Audio; _controller.throw_SFX = throw_Audio; break; } } private void OnTriggerEnter(Collider other) { if(other.gameObject.GetComponent() != null) { var damage = other.gameObject.GetComponent().damage; switch (damage) { case 1000: { hit_Audio = hit_LightingAudio; _controller.hit_SFX = hit_Audio; break; } case 360: { hit_Audio = hit_LaserAudio; _controller.hit_SFX = hit_Audio; break; } case 440: { hit_Audio = hit_TowerFireballAudio; _controller.hit_SFX = hit_Audio; break; } default: _controller.hit_SFX = hit_Audio; break; } } } }