Browse Source

ADDED:

+ Particle: Objective aura
+ GUI Image: Follow-Active sprite
+ New tag: "sand" (for the terrain for recognizing sand ground***)

CHANGED:
> Few changes to PlayerSound script

NOTE***
> Still currently working on getting different-ground sound script to work.
master
Simon Tran 9 years ago
parent
commit
3ffb8df066
42 changed files with 462 additions and 10 deletions
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      unity_Project/Assets/0bjects/Textures/txtr_engine.png
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      unity_Project/Assets/GUI Assets/follow-active.png
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      unity_Project/Assets/GUI Assets/follow-active.png.meta
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      unity_Project/Assets/GUI Assets/icon_PUSH_invisible.anim
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    -4
      unity_Project/Assets/Scripts/PlayerSounds.cs
  8. +12
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      unity_Project/Assets/Scripts/PlayerSounds.cs.meta
  9. +2
    -2
      unity_Project/Assets/Scripts/impactSFX_crate.cs
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    -2
      unity_Project/Assets/Scripts/sceneController.cs
  11. BIN
      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/TLO - Engine Objective.mat
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/TLO - Engine Objective.mat.meta
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  14. +9
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      unity_Project/Assets/Standard Assets/ParticleSystems/Elementals - Aura/Media.meta
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      unity_Project/Assets/Standard Assets/ParticleSystems/Elementals - Aura/Media/Desktop.meta
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      unity_Project/Assets/Standard Assets/ParticleSystems/Elementals - Aura/Media/Desktop/Materials.meta
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      unity_Project/Assets/Standard Assets/ParticleSystems/Elementals - Aura/Media/Desktop/Materials/Ray_02.mat
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      unity_Project/Assets/Standard Assets/ParticleSystems/Elementals - Aura/Media/Desktop/Materials/Ray_03.mat
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      unity_Project/Assets/Standard Assets/ParticleSystems/Elementals - Aura/Media/Desktop/Materials/Ray_03.mat.meta
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      unity_Project/Assets/Standard Assets/ParticleSystems/Elementals - Aura/Media/Desktop/Textures/Ring_02.tga
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      unity_Project/Assets/Standard Assets/ParticleSystems/Elementals - Aura/Prefabs/Fire/Holy Aura.prefab
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  38. BIN
      unity_Project/Assets/_Scenes/MainLevel.unity
  39. BIN
      unity_Project/Assets/prefabs/Objective Engine.prefab
  40. +8
    -0
      unity_Project/Assets/prefabs/Objective Engine.prefab.meta
  41. BIN
      unity_Project/ProjectSettings/TagManager.asset
  42. BIN
      unity_Project/holy_aura.unitypackage

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unity_Project/Assets/GUI Assets/icon_PUSH_invisible.anim View File


+ 12
- 4
unity_Project/Assets/Scripts/PlayerSounds.cs View File

@ -3,6 +3,8 @@ using System.Collections;
public class PlayerSounds : MonoBehaviour {
public GameObject PlayerObject;
private AudioSource source;
private float volLowRange = 0.5f; // Volume Low 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 pitchDefault = 1.0f; // Pitch Default Value
// AUDIO CLIPS
// All sound effects are listed here.
public AudioClip sfxFootstep;
public AudioClip sfxFootSand;
public AudioClip sfxFootFloor;
public AudioClip sfxTEST;
public AudioClip sfxSwitch;
public AudioClip sfxPickUp;
@ -34,12 +36,18 @@ public class PlayerSounds : MonoBehaviour {
void PlayFootstep(){
float volRandom = Random.Range (volLowRange, volHighRange);
// SAND GROUND
source.pitch = Random.Range (pitchLowRange, pitchHighRange);
source.PlayOneShot (sfxFootstep,volRandom);
source.PlayOneShot (sfxFootSand,volRandom);
}
public void PlayTest(){
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 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 pitchDefault = 1.0f; // Pitch Default Value
@ -25,7 +25,7 @@ public class impactSFX_crate : MonoBehaviour {
if (Time.time > lastHitTime + waitTime) {
lastHitTime = Time.time;
source.pitch = Random.Range (pitchLowRange, pitchHighRange);
source.PlayOneShot (sfxImpCrate, 0.85f);
source.PlayOneShot (sfxImpCrate, 0.90f);
}
}

+ 3
- 2
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
// NOTE: Make sure the SceneController's inspector has the PlayerAvatar
// 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)) {
Debug.Log("swappy Swap");
PlayerSoundSource.PlaySwitch(); //Play "Switch Character" sound function
activeP1 = !activeP1;
activeP2 = !activeP2;
//_playerSoundScript.PlaySwitch(); //Play "Switch Character" sound function
if (activeP1){

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