integrate sound
This commit is contained in:
		
							parent
							
								
									ffc3bbe283
								
							
						
					
					
						commit
						f54ce99f07
					
				| @ -133,7 +133,7 @@ Material: | ||||
|     m_Colors: | ||||
|     - _BaseColor: {r: 1, g: 1, b: 1, a: 1} | ||||
|     - _Color: {r: 1, g: 1, b: 1, a: 1} | ||||
|     - _Color1: {r: 0.3634766, g: 5.3403134, b: 0, a: 1} | ||||
|     - _Color1: {r: 1.4539073, g: 21.361254, b: 0, a: 1} | ||||
|     - _Color2: {r: 0.24509804, g: 0.3764706, b: 0, a: 1} | ||||
|     - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} | ||||
|     - _FarColor: {r: 1, g: 1, b: 1, a: 1} | ||||
|  | ||||
| @ -29,6 +29,8 @@ public class EntityLives : MonoBehaviour | ||||
| 
 | ||||
|     private void Die() | ||||
|     { | ||||
|         FMODUnity.RuntimeManager.PlayOneShot("event:/hit"); | ||||
|          | ||||
|         --lives; | ||||
|         if (lives > 0) | ||||
|         { | ||||
|  | ||||
| @ -1,6 +1,10 @@ | ||||
| using System; | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using FMOD; | ||||
| using UnityEngine; | ||||
| using UnityEngine.InputSystem; | ||||
| using Debug = UnityEngine.Debug; | ||||
| using PlayerInput = Input.PlayerInput; | ||||
| public class PlayerShootInput : ShootInputBase | ||||
| { | ||||
| @ -25,6 +29,11 @@ public class PlayerShootInput : ShootInputBase | ||||
|         _actions.Default.Shoot.performed -= Shoot; | ||||
|     } | ||||
| 
 | ||||
|     private void Start() | ||||
|     { | ||||
|         StartCoroutine(MakePewSounds()); | ||||
|     } | ||||
| 
 | ||||
|     private void Shoot(InputAction.CallbackContext obj) | ||||
|     { | ||||
|         _isShooting = obj.ReadValueAsButton(); | ||||
| @ -35,4 +44,19 @@ public class PlayerShootInput : ShootInputBase | ||||
|         return _isShooting; | ||||
|     } | ||||
| 
 | ||||
|     private IEnumerator MakePewSounds() | ||||
|     { | ||||
|         var wait = new WaitForSeconds(0.02f); | ||||
|          | ||||
|         while (true) | ||||
|         { | ||||
|             if (_isShooting) | ||||
|             { | ||||
|                 FMODUnity.RuntimeManager.PlayOneShot("event:/shoot"); | ||||
|             } | ||||
|              | ||||
|             yield return wait; | ||||
|         } | ||||
|     } | ||||
|      | ||||
| } | ||||
		Loading…
	
	
			
			x
			
			
		
	
		Reference in New Issue
	
	Block a user