fixed cymbal bugs
sound no longer breaks (separate game object for sound), ui updated
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@ -152,6 +152,83 @@ MonoBehaviour:
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@ -181,6 +181,134 @@ SpriteRenderer:
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@ -59,12 +59,12 @@ public class GameUIController : MonoBehaviour
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}
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}
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}
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}
|
||||||
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||||||
public void ToggleCymbal(bool desiredState)
|
public void ToggleCymbal(bool toggleState)
|
||||||
{
|
{
|
||||||
bool curEnabled = clarinetUI.GetComponent<Image>().enabled;
|
bool curEnabled = cymbalUI.GetComponent<Image>().enabled;
|
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if (curEnabled != desiredState)
|
if (curEnabled != toggleState)
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{
|
{
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cymbalUI.GetComponent<Image>().enabled = desiredState;
|
cymbalUI.GetComponent<Image>().enabled = toggleState;
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}
|
}
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}
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}
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@ -33,6 +33,7 @@ public class PlayerBehavior : MonoBehaviour
|
|||||||
|
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||||||
[Header("Cymbals:")]
|
[Header("Cymbals:")]
|
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private float cymbalActiveTime = 0f;
|
private float cymbalActiveTime = 0f;
|
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|
[SerializeField] AudioSource cymbalAudio;
|
||||||
|
|
||||||
[Header("Grappling:")]
|
[Header("Grappling:")]
|
||||||
[SerializeField] public Tutorial_GrapplingGun grapplingGun;
|
[SerializeField] public Tutorial_GrapplingGun grapplingGun;
|
||||||
@ -49,7 +50,6 @@ public class PlayerBehavior : MonoBehaviour
|
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[Header("Sound")]
|
[Header("Sound")]
|
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[SerializeField] public AudioClip footstepSound;
|
[SerializeField] public AudioClip footstepSound;
|
||||||
[SerializeField] public AudioClip deathSound;
|
[SerializeField] public AudioClip deathSound;
|
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[SerializeField] public AudioClip cymbalSound;
|
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AudioSource audioSource;
|
AudioSource audioSource;
|
||||||
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|
||||||
@ -152,9 +152,10 @@ public class PlayerBehavior : MonoBehaviour
|
|||||||
{
|
{
|
||||||
// Play the sound
|
// Play the sound
|
||||||
this.gameUI.ToggleCymbal(false);
|
this.gameUI.ToggleCymbal(false);
|
||||||
this.audioSource.clip = cymbalSound;
|
// this.audioSource.clip = cymbalSound;
|
||||||
this.audioSource.loop = false;
|
// this.audioSource.loop = false;
|
||||||
this.audioSource.Play();
|
// this.audioSource.Play();
|
||||||
|
cymbalAudio.Play();
|
||||||
|
|
||||||
// Set the cymbal active for the equivalent of one second
|
// Set the cymbal active for the equivalent of one second
|
||||||
this.cymbalActiveTime = 1;
|
this.cymbalActiveTime = 1;
|
||||||
|
Loading…
Reference in New Issue
Block a user