+ Several SFX (player and impact sounds) + Scripts: Impact Sounds (Small Crate & Fence) CHANGED: + Duplicated jump start & end animation clips to allow keyframing events (bypassing read-only clips) + Added additional sound functions to playerSound scriptmaster
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using UnityEngine; | |||||
using System.Collections; | |||||
public class MagnetEffect : MonoBehaviour { | |||||
public GameObject magnetTipObject; // Object for placing Magnet Ray | |||||
// SELF-NOTE: You will need to connect this script to the player controls | |||||
// in order to make use of the ShootRay() function. | |||||
// Use this for initialization | |||||
void Start () { | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
} | |||||
// FUNCTION: Shoot Magnet Ray | |||||
void ShootRay(){ | |||||
RaycastHit hit; | |||||
if(Physics.Raycast(magnetTipObject.transform.position, magnetTipObject.transform.forward, out hit)){ | |||||
if(hit.collider.tag == "moveable"){ | |||||
print ("Magnet Laser hit the object : " + hit.collider.gameObject.name); | |||||
} | |||||
} | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class MagnetLaser : MonoBehaviour { | |||||
private LineRenderer lr; | |||||
// Use this for initialization | |||||
void Start () { | |||||
lr = GetComponent<LineRenderer> (); | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
// Magnet Laser Collision | |||||
RaycastHit hit; | |||||
if (Physics.Raycast (transform.position, transform.forward, out hit)) { | |||||
if(hit.collider){ | |||||
lr.SetPosition(1,new Vector3(0,0,hit.distance)); | |||||
} | |||||
else{ | |||||
lr.SetPosition(1,new Vector3(0,0,100)); | |||||
} | |||||
} | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class impactSFX_crate : MonoBehaviour { | |||||
private AudioSource source; | |||||
public AudioClip sfxImpCrate; | |||||
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 pitchHighRange = 1.0f; // Pitch High Range | |||||
private float pitchDefault = 1.0f; // Pitch Default Value | |||||
// FUNCTION: Find Audio Source component (attached to Player Avatar Object) | |||||
void Awake(){ | |||||
source = GetComponent<AudioSource> (); | |||||
} | |||||
void PlayImpCrate(){ | |||||
source.pitch = Random.Range (pitchLowRange, pitchHighRange); | |||||
source.PlayOneShot (sfxImpCrate,0.85f); | |||||
} | |||||
void OnCollisionEnter(Collision col){ | |||||
PlayImpCrate (); | |||||
} | |||||
// // Use this for initialization | |||||
// void Start () { | |||||
// | |||||
// } | |||||
// | |||||
// // Update is called once per frame | |||||
// void Update () { | |||||
// | |||||
// } | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class impactSFX_fence : MonoBehaviour { | |||||
private AudioSource source; | |||||
public AudioClip sfxImpFence; | |||||
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 pitchHighRange = 1.0f; // Pitch High Range | |||||
private float pitchDefault = 1.0f; // Pitch Default Value | |||||
// FUNCTION: Find Audio Source component (attached to Player Avatar Object) | |||||
void Awake(){ | |||||
source = GetComponent<AudioSource> (); | |||||
} | |||||
void PlayImpFence(){ | |||||
source.pitch = Random.Range (pitchLowRange, pitchHighRange); | |||||
source.PlayOneShot (sfxImpFence,0.3f); | |||||
} | |||||
void OnCollisionEnter(Collision col){ | |||||
PlayImpFence (); | |||||
} | |||||
// // Use this for initialization | |||||
// void Start () { | |||||
// | |||||
// } | |||||
// | |||||
// // Update is called once per frame | |||||
// void Update () { | |||||
// | |||||
// } | |||||
} |
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