integrate sound
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@ -133,7 +133,7 @@ Material:
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Color1: {r: 0.3634766, g: 5.3403134, b: 0, a: 1}
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- _Color1: {r: 1.4539073, g: 21.361254, b: 0, a: 1}
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- _Color2: {r: 0.24509804, g: 0.3764706, b: 0, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _FarColor: {r: 1, g: 1, b: 1, a: 1}
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@ -29,6 +29,8 @@ public class EntityLives : MonoBehaviour
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private void Die()
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{
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FMODUnity.RuntimeManager.PlayOneShot("event:/hit");
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--lives;
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if (lives > 0)
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{
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@ -1,6 +1,10 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using FMOD;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Debug = UnityEngine.Debug;
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using PlayerInput = Input.PlayerInput;
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public class PlayerShootInput : ShootInputBase
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{
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@ -12,7 +16,7 @@ public class PlayerShootInput : ShootInputBase
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{
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_actions = new PlayerInput();
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}
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private void OnEnable()
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{
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_actions.Enable();
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@ -25,6 +29,11 @@ public class PlayerShootInput : ShootInputBase
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_actions.Default.Shoot.performed -= Shoot;
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}
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private void Start()
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{
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StartCoroutine(MakePewSounds());
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}
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private void Shoot(InputAction.CallbackContext obj)
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{
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_isShooting = obj.ReadValueAsButton();
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@ -35,4 +44,19 @@ public class PlayerShootInput : ShootInputBase
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return _isShooting;
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}
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private IEnumerator MakePewSounds()
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{
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var wait = new WaitForSeconds(0.02f);
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while (true)
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{
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if (_isShooting)
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{
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FMODUnity.RuntimeManager.PlayOneShot("event:/shoot");
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}
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yield return wait;
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}
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}
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}
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