Run-and-capture/Assets/Scripts/AudioController.cs
2021-09-13 14:07:20 +03:00

58 lines
1.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudioController : MonoBehaviour
{
public List<AudioClip> jump_SFXs;
public List<AudioClip> capture_SFXs;
public AudioClip hit_SFX, throw_SFX;
[SerializeField] private AudioSource ac;/* capSrc, hitSrc, collectSrc;*/
private float _startVolume;
private void Start()
{
_startVolume = ac.volume;
}
public void PlayJumpSound()
{
ac.volume = _startVolume;
int sfxIndex = Random.Range(0, jump_SFXs.Count);
ac.PlayOneShot(jump_SFXs[sfxIndex]);
}
public void PlayCapSound()
{
ac.volume = _startVolume;
int sfxIndex = Random.Range(0, capture_SFXs.Count);
ac.PlayOneShot(capture_SFXs[sfxIndex]);
}
public void PlayHitSound()
{
ac.volume = 0.5f*_startVolume;
ac.PlayOneShot(hit_SFX);
}
public void PlayCollectSound( AudioClip clip)
{
ac.volume = _startVolume;
ac.PlayOneShot(clip);
}
public void PlayAttackSound()
{
ac.volume = _startVolume;
ac.PlayOneShot(throw_SFX);
}
public void PlaySound(AudioClip clip)
{
ac.volume = 0.4f*_startVolume;
ac.PlayOneShot(clip);
}
}