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

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@ -1,5 +1,133 @@
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@ -52,6 +52,7 @@ public class PlayerMovement : MonoBehaviour
[Header("Checks")] [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) //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 Vector2 _groundCheckSize = new Vector2(0.49f, 0.03f);
[SerializeField] private float _groundCheckOffset;
[Space(5)] [Space(5)]
[SerializeField] private Vector2 _wallCheckSize = new Vector2(0.5f, 1f); [SerializeField] private Vector2 _wallCheckSize = new Vector2(0.5f, 1f);
@ -164,8 +165,10 @@ public class PlayerMovement : MonoBehaviour
_isJumpCut = false; _isJumpCut = false;
_isJumpFalling = false; _isJumpFalling = false;
Jump(); Jump();
if (!IsGrounded() && in_range && trumpet > 0) if (!IsGrounded() && in_range && trumpet > 0)
{ {
gameObject.transform.Find("Trumpet").GetComponent<AudioSource>().Play();
enemy.GetComponent<EnemyPatrol>().DefeatEnemy(); enemy.GetComponent<EnemyPatrol>().DefeatEnemy();
enemy = null; enemy = null;
in_range = false; in_range = false;
@ -174,6 +177,10 @@ public class PlayerMovement : MonoBehaviour
{ {
trumpet -= 1; trumpet -= 1;
} }
// check if double jump, play sound
if (trumpet == 0) {
gameObject.transform.Find("Trumpet").GetComponent<AudioSource>().Play();
}
} }
//WALL JUMP //WALL JUMP
// else if (CanWallJump() && LastPressedJumpTime > 0) // else if (CanWallJump() && LastPressedJumpTime > 0)
@ -449,7 +456,7 @@ public class PlayerMovement : MonoBehaviour
public bool IsGrounded() public bool IsGrounded()
{ {
// print(Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping); // 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 #endregion
@ -458,7 +465,7 @@ public class PlayerMovement : MonoBehaviour
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()
{ {
Gizmos.color = Color.green; 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.color = Color.blue;
Gizmos.DrawWireCube(this.transform.position, _wallCheckSize); Gizmos.DrawWireCube(this.transform.position, _wallCheckSize);
Gizmos.DrawWireCube(this.transform.position, _wallCheckSize); Gizmos.DrawWireCube(this.transform.position, _wallCheckSize);