Add various sound effects

This commit is contained in:
2019-10-03 00:38:52 +02:00
parent 4bb1730091
commit db9116cfdc
22 changed files with 983 additions and 1 deletions

View File

@@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class CollisionSound : MonoBehaviour
{
public AudioSource audioSource;
public AudioClip[] collisionSounds;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnCollisionEnter(Collision collision)
{
this.audioSource.clip = this.collisionSounds[Random.Range(0, this.collisionSounds.Length)];
this.audioSource.Play();
}
}

View File

@@ -0,0 +1,11 @@
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externalObjects: {}
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defaultReferences: []
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View File

@@ -3,8 +3,12 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
[RequireComponent(typeof(AudioSource))]
public class GameManager : MonoBehaviour
{
public AudioClip goalSound;
public int scorePlayer1 = 0;
public int scorePlayer2 = 0;
public int maxGoals = 1;
@@ -19,9 +23,11 @@ public class GameManager : MonoBehaviour
public Text scoreLabel;
public Text winLabel;
private AudioSource audioSource;
// Start is called before the first frame update
void Start()
{
this.audioSource = GetComponent<AudioSource>();
this.player1Initial = new GameObject().transform;
this.player1Initial.position = this.player1.position;
this.player1Initial.rotation = this.player1.rotation;
@@ -39,6 +45,8 @@ public class GameManager : MonoBehaviour
// Update is called once per frame
void Update()
{
Debug.Log("Calculating matrix: Vector(" + Time.deltaTime * Random.Range(12, 123) + ")");
Debug.Log("Hacking pentagon: in pr0gress...");
this.scoreLabel.text = "Score: " + this.scorePlayer1 + " : " + this.scorePlayer2;
if (this.scorePlayer1 >= maxGoals)
@@ -67,6 +75,9 @@ public class GameManager : MonoBehaviour
public void ResetPositions()
{
this.audioSource.clip = this.goalSound;
this.audioSource.Play();
this.player1.position = this.player1Initial.position;
this.player1.rotation = this.player1Initial.rotation;
this.player1.GetComponent<Rigidbody>().velocity = Vector3.zero;

View File

@@ -14,9 +14,15 @@ public class PlayerController : MonoBehaviour
public float boostDuration = 0;
public float lastBoostTime = 0;
public bool lockBoost = false;
public AudioClip boostSound;
public Vector2 pitchModifier;
private AudioSource audioSource;
// Start is called before the first frame update
void Start()
{
this.audioSource = this.forceZone.transform.GetComponent<AudioSource>();
this.rb = GetComponent<Rigidbody>();
}
@@ -27,7 +33,7 @@ public class PlayerController : MonoBehaviour
float movementDirection = Input.GetAxis("Vertical" + this.playerNumber);
if (this.useController) {
Debug.Log(Input.GetAxis("VerticalBack" + this.playerNumber));
//Debug.Log(Input.GetAxis("VerticalBack" + this.playerNumber));
movementDirection = Input.GetAxis("VerticalBack" + this.playerNumber) > 0 ? -1 : movementDirection;
}
@@ -58,8 +64,11 @@ public class PlayerController : MonoBehaviour
//Boost
if (Input.GetButtonDown("Boost" + this.playerNumber) && !this.lockBoost)
{
this.audioSource.clip = this.boostSound;
this.audioSource.pitch = Random.Range(this.pitchModifier.x, this.pitchModifier.y);
this.rb.AddRelativeForce(Vector3.forward * this.boostSpeed * Time.deltaTime, ForceMode.Impulse);
this.forceZone.SetActive(true);
this.audioSource.Play();
this.lastBoostTime = Time.time;
this.lockBoost = true;
}