Add sound effects

This commit is contained in:
2022-04-24 23:06:01 +02:00
parent 6fb042b92b
commit f23e06bef2
18 changed files with 188 additions and 3 deletions

View File

@@ -21,6 +21,7 @@ public class GameManager : MonoBehaviour
public MusicManager musicManager;
public Player player;
public GameObject[] pickups;
public AudioSource enemyConsumedSfx;
[Header("Timing")]
public float pickupDelay;
@@ -57,6 +58,10 @@ public class GameManager : MonoBehaviour
public void StartWave()
{
//increase player speed
player.speed += player.speedIncrease;
if (wave >= waves.Count)
{
wave = 0;
@@ -84,7 +89,10 @@ public class GameManager : MonoBehaviour
Vector3 spawnPos = new Vector3(spawnX, player.gameObject.transform.position.y, spawnZ);
GameObject obj = Instantiate(currentWave.enemies[i].gameObject, spawnPos, Quaternion.identity, enemyHolder.transform);
//vector3 to quaternion
Quaternion spawnRot = Quaternion.Euler(90, 0, 0);
GameObject obj = Instantiate(currentWave.enemies[i].gameObject, spawnPos, spawnRot, enemyHolder.transform);
obj.SetActive(true);
}
}
@@ -95,6 +103,8 @@ public class GameManager : MonoBehaviour
enemiesConsumed++;
IncrementScore(10, multiplier);
//play enemy consumed sound
enemyConsumedSfx.Play();
if (enemiesConsumed == currentWave.enemies.Count)
{

View File

@@ -4,15 +4,34 @@ using UnityEngine;
public class MusicManager : MonoBehaviour
{
public AudioClip[] tracks;
public AudioClip highTensionClip;
public int currentTrack = 0;
public Player player;
// Start is called before the first frame update
void Start()
{
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
}
// Update is called once per frame
void Update()
{
//if track is finished play next track
if (!GetComponent<AudioSource>().isPlaying)
{
GetComponent<AudioSource>().clip = tracks[currentTrack];
GetComponent<AudioSource>().Play();
currentTrack = (currentTrack + 1) % tracks.Length -1;
}
if (player.health <= 15 && GetComponent<AudioSource>().clip != highTensionClip)
{
GetComponent<AudioSource>().clip = highTensionClip;
GetComponent<AudioSource>().Play();
GetComponent<AudioSource>().loop = true;
}
}
}