add trumpet sound effect

This commit is contained in:
Sam
2023-04-30 00:19:52 -07:00
parent 6ca3e3d44e
commit df97e9c5c1
4 changed files with 164 additions and 4 deletions

View File

@@ -52,6 +52,7 @@ public class PlayerMovement : MonoBehaviour
[Header("Checks")]
//Size of groundCheck depends on the size of your character generally you want them slightly small than width (for ground) and height (for the wall check)
[SerializeField] private Vector2 _groundCheckSize = new Vector2(0.49f, 0.03f);
[SerializeField] private float _groundCheckOffset;
[Space(5)]
[SerializeField] private Vector2 _wallCheckSize = new Vector2(0.5f, 1f);
@@ -164,8 +165,10 @@ public class PlayerMovement : MonoBehaviour
_isJumpCut = false;
_isJumpFalling = false;
Jump();
if (!IsGrounded() && in_range && trumpet > 0)
{
gameObject.transform.Find("Trumpet").GetComponent<AudioSource>().Play();
enemy.GetComponent<EnemyPatrol>().DefeatEnemy();
enemy = null;
in_range = false;
@@ -174,6 +177,10 @@ public class PlayerMovement : MonoBehaviour
{
trumpet -= 1;
}
// check if double jump, play sound
if (trumpet == 0) {
gameObject.transform.Find("Trumpet").GetComponent<AudioSource>().Play();
}
}
//WALL JUMP
// else if (CanWallJump() && LastPressedJumpTime > 0)
@@ -449,7 +456,7 @@ public class PlayerMovement : MonoBehaviour
public bool IsGrounded()
{
// print(Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
return (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
return (Physics2D.OverlapBox(new Vector2(this.transform.position.x, this.transform.position.y - _groundCheckOffset), _groundCheckSize, 0, _groundLayer) && !IsJumping);
}
#endregion
@@ -458,7 +465,7 @@ public class PlayerMovement : MonoBehaviour
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
Gizmos.DrawWireCube(this.transform.position, _groundCheckSize);
Gizmos.DrawWireCube(new Vector2(this.transform.position.x, this.transform.position.y - _groundCheckOffset), _groundCheckSize);
Gizmos.color = Color.blue;
Gizmos.DrawWireCube(this.transform.position, _wallCheckSize);
Gizmos.DrawWireCube(this.transform.position, _wallCheckSize);