added footsteps!
need to move the call from OnMove to Run, still some bugfixing to do
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58222ed569
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@ -370,6 +370,8 @@ MonoBehaviour:
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playerController: {fileID: 5559747613460074786}
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playerController: {fileID: 5559747613460074786}
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stateController: {fileID: 0}
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stateController: {fileID: 0}
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playerIsAlive: 1
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playerIsAlive: 1
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footstepSound: {fileID: 8300000, guid: 229b1f1bff3f442ef84c0c9b767dda07, type: 3}
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deathSound: {fileID: 8300000, guid: 3498b07b14bc248cdbc50aa434f962c2, type: 3}
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--- !u!114 &5559747613460074786
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--- !u!114 &5559747613460074786
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -468,11 +470,11 @@ AudioSource:
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 4
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serializedVersion: 4
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OutputAudioMixerGroup: {fileID: 0}
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OutputAudioMixerGroup: {fileID: 0}
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m_audioClip: {fileID: 8300000, guid: 3498b07b14bc248cdbc50aa434f962c2, type: 3}
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m_audioClip: {fileID: 8300000, guid: 229b1f1bff3f442ef84c0c9b767dda07, type: 3}
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m_PlayOnAwake: 0
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m_PlayOnAwake: 0
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m_Volume: 1
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m_Volume: 1
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m_Pitch: 1
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m_Pitch: 1
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Loop: 0
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Loop: 1
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Mute: 0
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Mute: 0
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Spatialize: 0
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Spatialize: 0
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SpatializePostEffects: 0
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SpatializePostEffects: 0
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BIN
Assets/SFX/footsteps.wav
Normal file
BIN
Assets/SFX/footsteps.wav
Normal file
Binary file not shown.
23
Assets/SFX/footsteps.wav.meta
Normal file
23
Assets/SFX/footsteps.wav.meta
Normal file
@ -0,0 +1,23 @@
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fileFormatVersion: 2
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guid: 229b1f1bff3f442ef84c0c9b767dda07
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AudioImporter:
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externalObjects: {}
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serializedVersion: 7
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defaultSettings:
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serializedVersion: 2
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loadType: 0
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sampleRateSetting: 0
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sampleRateOverride: 44100
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compressionFormat: 1
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quality: 1
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conversionMode: 0
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preloadAudioData: 0
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platformSettingOverrides: {}
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forceToMono: 0
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normalize: 1
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loadInBackground: 0
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ambisonic: 0
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3D: 1
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -29,12 +29,22 @@ public class PlayerBehavior : MonoBehaviour
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Animator animator;
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Animator animator;
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[HideInInspector] public bool playerIsAlive = true;
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[HideInInspector] public bool playerIsAlive = true;
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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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AudioSource audioSource;
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void Start()
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void Start()
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{
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{ // initialize
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_rb = GetComponent<Rigidbody2D>();
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_rb = GetComponent<Rigidbody2D>();
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stateController = GameObject.Find("StateController").GetComponent<StateController>();
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stateController = GameObject.Find("StateController").GetComponent<StateController>();
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audioSource = this.gameObject.GetComponent<AudioSource>();
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audioSource.clip = footstepSound;
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audioSource.loop = true;
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animator = GetComponent<Animator>();
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animator = GetComponent<Animator>();
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GameObject.Find("Main Camera").GetComponent<CameraMovement>().player = this.gameObject;
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GameObject.Find("Main Camera").GetComponent<CameraMovement>().player = this.gameObject;
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playerIsAlive = true;
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playerIsAlive = true;
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@ -204,13 +214,14 @@ public class PlayerBehavior : MonoBehaviour
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if (playerIsAlive) {
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if (playerIsAlive) {
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print("destroyPlayer called");
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print("destroyPlayer called");
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playerIsAlive = false;
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playerIsAlive = false;
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AudioSource audio = this.gameObject.GetComponent<AudioSource>();
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audioSource.clip = deathSound;
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audio.Play();
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audioSource.loop = false;
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audioSource.Play();
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// animate
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// animate
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animator.Play("Die");
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animator.Play("Die");
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// yield return new WaitForSeconds(animator.GetCurrentAnimatorStateInfo(0).length);
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// yield return new WaitForSeconds(animator.GetCurrentAnimatorStateInfo(0).length);
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yield return new WaitForSeconds(audio.clip.length);
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yield return new WaitForSeconds(audioSource.clip.length);
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// this.stateController.SetDeathCanvasActive(true);
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// this.stateController.SetDeathCanvasActive(true);
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@ -63,6 +63,9 @@ public class PlayerMovement : MonoBehaviour
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[HideInInspector] private PlayerBehavior playerBehavior;
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[HideInInspector] private PlayerBehavior playerBehavior;
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[HideInInspector] private StateController stateController;
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[HideInInspector] private StateController stateController;
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[HideInInspector] private AudioSource audioSource;
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[HideInInspector] private bool soundPlaying = false;
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#endregion
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#endregion
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private void Awake()
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private void Awake()
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@ -71,6 +74,7 @@ public class PlayerMovement : MonoBehaviour
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playerBehavior = this.gameObject.GetComponent<PlayerBehavior>();
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playerBehavior = this.gameObject.GetComponent<PlayerBehavior>();
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grapplingRope = playerBehavior.grapplingRope;
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grapplingRope = playerBehavior.grapplingRope;
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stateController = GameObject.FindGameObjectWithTag("StateController").GetComponent<StateController>();
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stateController = GameObject.FindGameObjectWithTag("StateController").GetComponent<StateController>();
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audioSource = GetComponent<AudioSource>();
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}
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}
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private void Start()
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private void Start()
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@ -86,6 +90,18 @@ public class PlayerMovement : MonoBehaviour
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} else {
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} else {
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this._moveInput = Vector2.zero;
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this._moveInput = Vector2.zero;
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}
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}
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if (!IsJumping && !_isJumpFalling && !isRegFalling && value.Get<Vector2>().x != 0) {
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if (!soundPlaying) {
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print("footsteps PLAY");
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audioSource.Play();
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soundPlaying = true;
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}
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} else if (audioSource.isPlaying && audioSource.clip.name == "footsteps") {
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print("footsteps stop");
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audioSource.Stop();
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soundPlaying = false;
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}
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}
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}
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void OnJump()
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void OnJump()
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@ -364,6 +380,15 @@ public class PlayerMovement : MonoBehaviour
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//Convert this to a vector and apply to rigidbody
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//Convert this to a vector and apply to rigidbody
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RB.AddForce(movement * Vector2.right, ForceMode2D.Force);
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RB.AddForce(movement * Vector2.right, ForceMode2D.Force);
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// play sound
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// if (!IsJumping && movement != 0) {
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// if (!audioSource.isPlaying) {
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// audioSource.Play();
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// }
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// } else if (audioSource.isPlaying && audioSource.clip.name == "footsteps") {
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// audioSource.Stop();
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// }
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/*
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/*
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* For those interested here is what AddForce() will do
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* For those interested here is what AddForce() will do
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* RB.velocity = new Vector2(RB.velocity.x + (Time.fixedDeltaTime * speedDif * accelRate) / RB.mass, RB.velocity.y);
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* RB.velocity = new Vector2(RB.velocity.x + (Time.fixedDeltaTime * speedDif * accelRate) / RB.mass, RB.velocity.y);
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