Implement sound effects
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@@ -217,6 +217,7 @@ public class GameManager : MonoBehaviour
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while (!winner.GetComponent<UseItem>().IsHoldingItem())
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{
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hatObject.transform.position = winner.transform.position + Vector3.up * 3/2;
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winner.GetComponent<UseItem>().PickUpItem(hatObject);
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yield return null;
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}
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}
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@@ -17,6 +17,7 @@ public class HatRespawn : MonoBehaviour
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void Update() // Checks if the hat has been inactive for too long
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{
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if (GameManager.Instance.gameOver) GetComponent<BoxCollider2D>().enabled = false;
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if (isDropped && Time.time - lastInteractionTime > respawnTime)
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{
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RespawnHat();
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@@ -52,16 +52,19 @@ public class Damageable : MonoBehaviour
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if (blockComponent.IsParrying()) // Player receives damage if punching a parrying player
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{
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damageSource.GetComponent<Damageable>().SuccessfulParry(gameObject, actualForce);
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AudioManager.Instance.PlaySound("Parry");
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return;
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}
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else // Player does less damage if punching a blocking player
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{
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AudioManager.Instance.PlaySound("Punch");
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actualForce /= 4;
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GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce, ForceMode2D.Force);
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}
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}
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else // Player does full damage to a non-blocking player
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{
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AudioManager.Instance.PlaySound("Punch");
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GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce * (1 + (damage / maxDamage) * 3), ForceMode2D.Force);
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}
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damage += actualForce;
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@@ -88,6 +91,7 @@ public class Damageable : MonoBehaviour
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GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * force, ForceMode2D.Force);
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damage += force;
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damage = Mathf.Clamp(damage, 0f, maxDamage);
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if (damage >= maxDamage)
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{
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Die();
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@@ -105,6 +109,8 @@ public class Damageable : MonoBehaviour
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}
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animator.SetBool("die", true);
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dying = true;
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AudioManager.Instance.PlaySound("Death Simple");
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}
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}
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@@ -132,6 +132,7 @@ public class PlayerMovement : MonoBehaviour
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if ((virtualButtonJumpLastFrame == 1f && isBasicallyGrounded && jumping == false) // Coyote Jump: Must have jump pressed this frame and be grounded in last time frame and not be actually jumping.
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|| (jumpInputStillValid && Time.time - lastTimeJumpPressed <= jumpLenience && IsPhysicallyGrounded())) // Buffered Jump: Must have pressed jump in the last time frame and be jumping
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{
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AudioManager.Instance.PlaySound("Jump");
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jumpPhysics = true;
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jumping = true;
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jumpInputStillValid = false;
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@@ -40,7 +40,7 @@ public class UseItem : MonoBehaviour
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}
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}
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private void PickUpItem(GameObject item) // Player picks up hat and starts hold counter
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public void PickUpItem(GameObject item) // Player picks up hat and starts hold counter
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{
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if (damageable.dying) return; // Prevent picking up items if the player is dying
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if (HatRespawn.canBePickedUp == false) return; // Prevent picking up items if they are not interactable
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@@ -58,6 +58,7 @@ public class UseItem : MonoBehaviour
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{
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GameManager.playerHoldTimes[gameObject] = 0f;
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}
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AudioManager.Instance.PlaySound("Pickup Hat");
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GameManager.Instance.StopCoroutine("MoveHatToWinner");
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}
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