Browse Source

Merge branch 'master' of https://bitbucket.org/JoshuaReason/project-junker

Conflicts:
	unity_Project/Assets/_Scenes/MainLevel.unity
	unity_Project/ProjectSettings/ProjectSettings.asset
	unity_Project/ProjectSettings/ProjectVersion.txt
master
Joshua Reason 9 years ago
parent
commit
38896cb1c7
67 changed files with 749 additions and 11 deletions
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unity_Project/Assets/Scripts/PlayerSounds.cs View File

@ -3,6 +3,8 @@ using System.Collections;
public class PlayerSounds : MonoBehaviour { public class PlayerSounds : MonoBehaviour {
public GameObject PlayerObject;
private AudioSource source; private AudioSource source;
private float volLowRange = 0.5f; // Volume Low Range private float volLowRange = 0.5f; // Volume Low Range
private float volHighRange = 1.0f; // Volume High Range private float volHighRange = 1.0f; // Volume High Range
@ -10,11 +12,11 @@ public class PlayerSounds : MonoBehaviour {
private float pitchHighRange = 1.5f; // Pitch High Range private float pitchHighRange = 1.5f; // Pitch High Range
private float pitchDefault = 1.0f; // Pitch Default Value private float pitchDefault = 1.0f; // Pitch Default Value
// AUDIO CLIPS // AUDIO CLIPS
// All sound effects are listed here. // All sound effects are listed here.
public AudioClip sfxFootstep;
public AudioClip sfxFootSand;
public AudioClip sfxFootFloor;
public AudioClip sfxTEST; public AudioClip sfxTEST;
public AudioClip sfxSwitch; public AudioClip sfxSwitch;
public AudioClip sfxPickUp; public AudioClip sfxPickUp;
@ -34,12 +36,18 @@ public class PlayerSounds : MonoBehaviour {
void PlayFootstep(){ void PlayFootstep(){
float volRandom = Random.Range (volLowRange, volHighRange); float volRandom = Random.Range (volLowRange, volHighRange);
// SAND GROUND
source.pitch = Random.Range (pitchLowRange, pitchHighRange); source.pitch = Random.Range (pitchLowRange, pitchHighRange);
source.PlayOneShot (sfxFootstep,volRandom);
source.PlayOneShot (sfxFootSand,volRandom);
} }
public void PlayTest(){ public void PlayTest(){
float volRandom = Random.Range (volLowRange, volHighRange); float volRandom = Random.Range (volLowRange, volHighRange);

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unity_Project/Assets/Scripts/impactSFX_crate.cs View File

@ -8,7 +8,7 @@ public class impactSFX_crate : MonoBehaviour {
private float volLowRange = 0.5f; // Volume Low Range private float volLowRange = 0.5f; // Volume Low Range
private float volHighRange = 1.0f; // Volume High Range private float volHighRange = 1.0f; // Volume High Range
private float pitchLowRange = 0.75f; // Pitch Low Range
private float pitchLowRange = 0.50f; // Pitch Low Range
private float pitchHighRange = 1.0f; // Pitch High Range private float pitchHighRange = 1.0f; // Pitch High Range
private float pitchDefault = 1.0f; // Pitch Default Value private float pitchDefault = 1.0f; // Pitch Default Value
@ -25,7 +25,7 @@ public class impactSFX_crate : MonoBehaviour {
if (Time.time > lastHitTime + waitTime) { if (Time.time > lastHitTime + waitTime) {
lastHitTime = Time.time; lastHitTime = Time.time;
source.pitch = Random.Range (pitchLowRange, pitchHighRange); source.pitch = Random.Range (pitchLowRange, pitchHighRange);
source.PlayOneShot (sfxImpCrate, 0.85f);
source.PlayOneShot (sfxImpCrate, 0.90f);
} }
} }

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unity_Project/Assets/Scripts/sceneController.cs View File

@ -28,7 +28,7 @@ public class sceneController : MonoBehaviour {
// Call PlayerSound script to allow sounds upon button presses // Call PlayerSound script to allow sounds upon button presses
// NOTE: Make sure the SceneController's inspector has the PlayerAvatar // NOTE: Make sure the SceneController's inspector has the PlayerAvatar
// attached as an element under its script component. // attached as an element under its script component.
public PlayerSounds _playerSoundScript;
public PlayerSounds PlayerSoundSource;
@ -77,9 +77,10 @@ public class sceneController : MonoBehaviour {
if (Input.GetButtonDown(playerSwapInput)) { if (Input.GetButtonDown(playerSwapInput)) {
Debug.Log("swappy Swap"); Debug.Log("swappy Swap");
PlayerSoundSource.PlaySwitch(); //Play "Switch Character" sound function
activeP1 = !activeP1; activeP1 = !activeP1;
activeP2 = !activeP2; activeP2 = !activeP2;
//_playerSoundScript.PlaySwitch(); //Play "Switch Character" sound function
if (activeP1){ if (activeP1){

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