Implement sound effects

This commit is contained in:
RochesterX
2025-04-12 17:24:51 -04:00
parent e122129196
commit 274d87241f
20 changed files with 1829 additions and 4 deletions

View File

@@ -52,16 +52,19 @@ public class Damageable : MonoBehaviour
if (blockComponent.IsParrying()) // Player receives damage if punching a parrying player
{
damageSource.GetComponent<Damageable>().SuccessfulParry(gameObject, actualForce);
AudioManager.Instance.PlaySound("Parry");
return;
}
else // Player does less damage if punching a blocking player
{
AudioManager.Instance.PlaySound("Punch");
actualForce /= 4;
GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce, ForceMode2D.Force);
}
}
else // Player does full damage to a non-blocking player
{
AudioManager.Instance.PlaySound("Punch");
GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce * (1 + (damage / maxDamage) * 3), ForceMode2D.Force);
}
damage += actualForce;
@@ -88,6 +91,7 @@ public class Damageable : MonoBehaviour
GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * force, ForceMode2D.Force);
damage += force;
damage = Mathf.Clamp(damage, 0f, maxDamage);
if (damage >= maxDamage)
{
Die();
@@ -105,6 +109,8 @@ public class Damageable : MonoBehaviour
}
animator.SetBool("die", true);
dying = true;
AudioManager.Instance.PlaySound("Death Simple");
}
}