add sounds to enemy dead and edit player for shot gun sounds

This commit is contained in:
Kotrba Filip
2020-02-02 10:14:37 +01:00
parent 7257b45303
commit d0ba3c340f
8 changed files with 187 additions and 17 deletions

View File

@@ -12,6 +12,8 @@ public class EnemyManager : MonoBehaviour
public float actualHealth;
public float findRate = 1;
private float findTime = 1;
public List<AudioClip> deadSounds = new List<AudioClip>();
public AudioSource audio;
private NavMeshAgent navMeshAgent;
private PlayerManager player;
public BarricadeManager barricadeManager;
@@ -33,6 +35,11 @@ public class EnemyManager : MonoBehaviour
DropBodyPart();
if (actualHealth <= 0)
{
if (deadSounds.Count > 0)
{
int rand = Random.Range(0, deadSounds.Count);
audio.PlayOneShot(deadSounds[rand]);
}
Destroy(transform.gameObject, 0.1f);
}
DestroyBarricades();

View File

@@ -230,7 +230,7 @@ public class PlayerManager : MonoBehaviour
BlockManager blockManager = hit.transform.GetComponent<BlockManager>();
blockManager.Action();
}
else if (hit.transform.gameObject.layer == LayerMask.NameToLayer("BuildPlace") && Input.GetKeyDown(KeyCode.E) && buildTime < Time.time && barricadeMaterials > 0)
else if (hit.transform.gameObject.layer == LayerMask.NameToLayer("BuildPlace") && Input.GetKeyDown(KeyCode.E) && buildTime < Time.time && barricadeMaterials > 2)
{
BlockManager blockManager = spikes.GetComponent<BlockManager>();
if (blockManager != null)

View File

@@ -17,7 +17,7 @@ public class WeaponManager : MonoBehaviour
public bool hit = false;
public AudioSource audioSource = new AudioSource();
public AudioClip shootSound;
public List<AudioClip> shootSound = new List<AudioClip>();
// Start is called before the first frame update
void Start()
@@ -39,7 +39,11 @@ public class WeaponManager : MonoBehaviour
if (particleShoot != null && player.ammo > 1)
{
GameObject shoot = Instantiate(particleShoot, spawnShoot.transform.position, spawnShoot.transform.rotation);
audioSource.PlayOneShot(shootSound);
if (shootSound.Count > 0)
{
int rand = Random.Range(0, shootSound.Count);
audioSource.PlayOneShot(shootSound[rand]);
}
player.ammo -= 2;
Destroy(shoot, 0.3f);
fireTime = fireRate + Time.time;