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.5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 1 + textureType: 8 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/New Terrain.asset b/unity_Project/Assets/New Terrain.asset index d43bc75..8ef2233 100644 Binary files a/unity_Project/Assets/New Terrain.asset and b/unity_Project/Assets/New Terrain.asset differ diff --git a/unity_Project/Assets/Scripts/PlayerSounds.cs b/unity_Project/Assets/Scripts/PlayerSounds.cs new file mode 100644 index 0000000..0b1c34e --- /dev/null +++ b/unity_Project/Assets/Scripts/PlayerSounds.cs @@ -0,0 +1,63 @@ +using UnityEngine; +using System.Collections; + +public class PlayerSounds : MonoBehaviour { + + private AudioSource source; + private float volLowRange = 0.5f; // Volume Low Range + private float volHighRange = 1.0f; // Volume High Range + private float pitchLowRange = 0.90f; // Pitch Low Range + private float pitchHighRange = 1.5f; // Pitch High Range + private float pitchDefault = 1.0f; // Pitch Default Value + + + + // AUDIO CLIPS + // All sound effects are listed here. + public AudioClip sfxFootstep; + public AudioClip sfxFootstepTEST; + public AudioClip sfxSwitch; + public AudioClip sfxRotate; + + + // FUNCTION: Find Audio Source component (attached to Player Avatar Object) + void Awake(){ + source = GetComponent (); + } + + + // FUNCTIONS: Play Sound Effects (SFX) + // NOTE: Must add the events to the relevant keyframe within animation clips. + + void PlayFootstep(){ + float volRandom = Random.Range (volLowRange, volHighRange); + + source.pitch = Random.Range (pitchLowRange, pitchHighRange); + source.PlayOneShot (sfxFootstep,volRandom); + } + + + void PlayFootstepTEST(){ + float volRandom = Random.Range (volLowRange, volHighRange); + + source.pitch = Random.Range (pitchLowRange, pitchHighRange); + source.PlayOneShot (sfxFootstepTEST,volRandom); + } + + + public void PlaySwitch(){ + source.pitch = pitchDefault; + source.PlayOneShot (sfxSwitch,0.7f); + } + + + public void PlayRotate(){ + source.pitch = pitchDefault; + source.PlayOneShot (sfxRotate); + } + + + + + // END BRACKET BELLOW: +} diff --git a/unity_Project/Assets/Scripts/PlayerSounds.cs.meta b/unity_Project/Assets/Scripts/PlayerSounds.cs.meta new file mode 100644 index 0000000..341c353 --- /dev/null +++ b/unity_Project/Assets/Scripts/PlayerSounds.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6ed61f910a1a91c468bbcb5ef31a04bd +timeCreated: 1443688566 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/Scripts/magnetGun.cs b/unity_Project/Assets/Scripts/magnetGun.cs index 9d3b9dc..fbdada5 100644 --- a/unity_Project/Assets/Scripts/magnetGun.cs +++ b/unity_Project/Assets/Scripts/magnetGun.cs @@ -39,6 +39,17 @@ public class magnetGun : MonoBehaviour { private float normGrip; private Renderer lastTargetRenderer; private Color lastTargetColour; + + + //----------------------- + // Use PlayerSound script + // (specifically for object-rotation sounds for this MagnetGun script) + public PlayerSounds _playerSoundScript; + + + + + // Use this for initialization void Start () { if (topScreen) @@ -225,11 +236,16 @@ public class magnetGun : MonoBehaviour { if (item != null) { if (Input.GetButtonDown(L_BUTTON_INPUT)) StartCoroutine (rotateItem(item,new Vector3 (0,90,0),0.3f)); + // _playerSoundScript.PlayRotate(); // Rotate-Object Sound. ERROR: Causes multiple sounds when object is held. if (Input.GetButtonDown(R_BUTTON_INPUT)) StartCoroutine (rotateItem(item,new Vector3 (90,0,0),0.3f)); } } + + + + IEnumerator rotateItem (Collider item, Vector3 byAngles, float inTime){ Quaternion startAngle = item.transform.rotation; diff --git a/unity_Project/Assets/Scripts/sceneController.cs b/unity_Project/Assets/Scripts/sceneController.cs index 5dbc86f..44a070c 100644 --- a/unity_Project/Assets/Scripts/sceneController.cs +++ b/unity_Project/Assets/Scripts/sceneController.cs @@ -22,6 +22,15 @@ public class sceneController : MonoBehaviour { private string playerSwapInput = "playerSwap"; + + // Call PlayerSound script to allow sounds upon button presses + // NOTE: Make sure the SceneController's inspector has the PlayerAvatar + // attached as an element under its script component. + public PlayerSounds _playerSoundScript; + + + + // Use this for initialization void Start () { @@ -46,8 +55,6 @@ public class sceneController : MonoBehaviour { } - - } @@ -56,7 +63,7 @@ public class sceneController : MonoBehaviour { swapCharacters (); pointAtOther (); - if (Input.GetKeyDown(KeyCode.R)) + if (Input.GetKeyDown (KeyCode.R)) Application.LoadLevel(Application.loadedLevel); } @@ -70,6 +77,8 @@ public class sceneController : MonoBehaviour { Debug.Log("swappy Swap"); activeP1 = !activeP1; activeP2 = !activeP2; + _playerSoundScript.PlaySwitch(); //Play "Switch Character" sound function + if (activeP1){ newCamera = cameraPlayer1; diff --git a/unity_Project/Assets/Sound/Music/Just-Deserts3 - PART 2 ONLY.mp3 b/unity_Project/Assets/Sound/Music/Just-Deserts3 - PART 2 ONLY.mp3 new file mode 100644 index 0000000..e906742 Binary files /dev/null and b/unity_Project/Assets/Sound/Music/Just-Deserts3 - PART 2 ONLY.mp3 differ diff --git a/unity_Project/Assets/Sound/Music/Just-Deserts3 - PART 2 ONLY.mp3.meta b/unity_Project/Assets/Sound/Music/Just-Deserts3 - PART 2 ONLY.mp3.meta new file mode 100644 index 0000000..5757b89 --- 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