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