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