Browse Source

ADDED:

+ 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 script
master
Simon Tran 9 years ago
parent
commit
68f103bb81
57 changed files with 700 additions and 12 deletions
  1. BIN
      unity_Project/Assets/Character/Character_Animation.controller
  2. BIN
      unity_Project/Assets/Character/Jump_End EVENT TEST.anim
  3. +8
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      unity_Project/Assets/Character/Jump_End EVENT TEST.anim.meta
  4. BIN
      unity_Project/Assets/Character/Jump_Start EVENT TEST.anim
  5. +8
    -0
      unity_Project/Assets/Character/Jump_Start EVENT TEST.anim.meta
  6. BIN
      unity_Project/Assets/Materials/Laser.mat
  7. +8
    -0
      unity_Project/Assets/Materials/Laser.mat.meta
  8. BIN
      unity_Project/Assets/Materials/Orange.mat
  9. +35
    -0
      unity_Project/Assets/Scripts/MagnetEffect.cs
  10. +12
    -0
      unity_Project/Assets/Scripts/MagnetEffect.cs.meta
  11. +40
    -0
      unity_Project/Assets/Scripts/MagnetLaser.cs
  12. +12
    -0
      unity_Project/Assets/Scripts/MagnetLaser.cs.meta
  13. +36
    -7
      unity_Project/Assets/Scripts/PlayerSounds.cs
  14. +46
    -0
      unity_Project/Assets/Scripts/impactSFX_crate.cs
  15. +12
    -0
      unity_Project/Assets/Scripts/impactSFX_crate.cs.meta
  16. +46
    -0
      unity_Project/Assets/Scripts/impactSFX_fence.cs
  17. +12
    -0
      unity_Project/Assets/Scripts/impactSFX_fence.cs.meta
  18. +24
    -5
      unity_Project/Assets/Scripts/magnetGun.cs
  19. BIN
      unity_Project/Assets/Sound/0Science Fiction Sci-Fi Electronic Energy Swell Fluttering Slow 08.wav
  20. +22
    -0
      unity_Project/Assets/Sound/0Science Fiction Sci-Fi Electronic Energy Swell Fluttering Slow 08.wav.meta
  21. BIN
      unity_Project/Assets/Sound/Impact Metal Impact Trash Can Hit 01.wav
  22. +22
    -0
      unity_Project/Assets/Sound/Impact Metal Impact Trash Can Hit 01.wav.meta
  23. BIN
      unity_Project/Assets/Sound/Impact Sheet Metal Impact Hammer Hit Car Part 01.wav
  24. +22
    -0
      unity_Project/Assets/Sound/Impact Sheet Metal Impact Hammer Hit Car Part 01.wav.meta
  25. BIN
      unity_Project/Assets/Sound/Magnet_surge_02.wav
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    -0
      unity_Project/Assets/Sound/Magnet_surge_02.wav.meta
  27. BIN
      unity_Project/Assets/Sound/Weapon Sword Whips 01.wav
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    -0
      unity_Project/Assets/Sound/Weapon Sword Whips 01.wav.meta
  29. BIN
      unity_Project/Assets/Sound/sfx_Jump.WAV
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      unity_Project/Assets/Sound/sfx_Jump.WAV.meta
  31. BIN
      unity_Project/Assets/Sound/sfx_foot_concrete.wav
  32. +22
    -0
      unity_Project/Assets/Sound/sfx_foot_concrete.wav.meta
  33. BIN
      unity_Project/Assets/Sound/sfx_impact_fence.wav
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    -0
      unity_Project/Assets/Sound/sfx_impact_fence.wav.meta
  35. BIN
      unity_Project/Assets/Sound/sfx_land.wav
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      unity_Project/Assets/Sound/sfx_land.wav.meta
  37. BIN
      unity_Project/Assets/Sound/sfx_object_hold_TEST.wav
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      unity_Project/Assets/Sound/sfx_object_hold_TEST.wav.meta
  39. BIN
      unity_Project/Assets/Sound/sfx_object_rotate_beep.wav
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    -0
      unity_Project/Assets/Sound/sfx_object_rotate_beep.wav.meta
  41. BIN
      unity_Project/Assets/Sound/sfx_object_rotate_zap.wav
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      unity_Project/Assets/Sound/sfx_object_rotate_zap.wav.meta
  43. BIN
      unity_Project/Assets/Sound/sfx_object_rotate_zap_B.wav
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      unity_Project/Assets/Sound/sfx_object_rotate_zap_B.wav.meta
  45. BIN
      unity_Project/Assets/Sound/sfx_switch_player_pulse_A.wav
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      unity_Project/Assets/Sound/sfx_switch_player_pulse_A.wav.meta
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      unity_Project/Assets/Sound/sfx_switch_player_pulse_B.wav
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    -0
      unity_Project/Assets/Sound/sfx_switch_player_pulse_B.wav.meta
  49. BIN
      unity_Project/Assets/Standard Assets/ParticleSystems/Textures/Particle - Laser.png
  50. +55
    -0
      unity_Project/Assets/Standard Assets/ParticleSystems/Textures/Particle - Laser.png.meta
  51. BIN
      unity_Project/Assets/_Scenes/MainLevel.unity
  52. BIN
      unity_Project/Assets/prefabs/Fence.prefab
  53. BIN
      unity_Project/Assets/prefabs/Magnet Laser Object PULL 1.prefab
  54. +8
    -0
      unity_Project/Assets/prefabs/Magnet Laser Object PULL 1.prefab.meta
  55. BIN
      unity_Project/Assets/prefabs/Magnet Laser Object PULL.prefab
  56. +8
    -0
      unity_Project/Assets/prefabs/Magnet Laser Object PULL.prefab.meta
  57. BIN
      unity_Project/Assets/prefabs/Small Crate.prefab

BIN
unity_Project/Assets/Character/Character_Animation.controller View File


BIN
unity_Project/Assets/Character/Jump_End EVENT TEST.anim View File


+ 8
- 0
unity_Project/Assets/Character/Jump_End EVENT TEST.anim.meta View File

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unity_Project/Assets/Character/Jump_Start EVENT TEST.anim View File


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unity_Project/Assets/Materials/Laser.mat View File


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unity_Project/Assets/Materials/Orange.mat View File


+ 35
- 0
unity_Project/Assets/Scripts/MagnetEffect.cs View File

@ -0,0 +1,35 @@
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);
}
}
}
}

+ 12
- 0
unity_Project/Assets/Scripts/MagnetEffect.cs.meta View File

@ -0,0 +1,12 @@
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+ 40
- 0
unity_Project/Assets/Scripts/MagnetLaser.cs View File

@ -0,0 +1,40 @@
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));
}
}
}
}

+ 12
- 0
unity_Project/Assets/Scripts/MagnetLaser.cs.meta View File

@ -0,0 +1,12 @@
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+ 36
- 7
unity_Project/Assets/Scripts/PlayerSounds.cs View File

@ -15,10 +15,13 @@ public class PlayerSounds : MonoBehaviour {
// AUDIO CLIPS // AUDIO CLIPS
// All sound effects are listed here. // All sound effects are listed here.
public AudioClip sfxFootstep; public AudioClip sfxFootstep;
public AudioClip sfxFootstepTEST;
public AudioClip sfxTEST;
public AudioClip sfxSwitch; public AudioClip sfxSwitch;
public AudioClip sfxRotate;
public AudioClip sfxPickUp;
public AudioClip sfxRotateL;
public AudioClip sfxRotateR;
public AudioClip sfxJump;
public AudioClip sfxLand;
// FUNCTION: Find Audio Source component (attached to Player Avatar Object) // FUNCTION: Find Audio Source component (attached to Player Avatar Object)
void Awake(){ void Awake(){
@ -37,11 +40,24 @@ public class PlayerSounds : MonoBehaviour {
} }
void PlayFootstepTEST(){
public void PlayTest(){
float volRandom = Random.Range (volLowRange, volHighRange); float volRandom = Random.Range (volLowRange, volHighRange);
source.pitch = Random.Range (pitchLowRange, pitchHighRange); source.pitch = Random.Range (pitchLowRange, pitchHighRange);
source.PlayOneShot (sfxFootstepTEST,volRandom);
source.PlayOneShot (sfxTEST,volRandom);
}
void PlayJump(){
float volRandom = Random.Range (volLowRange, volHighRange);
source.PlayOneShot (sfxJump,volRandom);
}
void PlayLand(){
float volRandom = Random.Range (volLowRange, volHighRange);
source.PlayOneShot (sfxLand,volRandom);
} }
@ -51,9 +67,22 @@ public class PlayerSounds : MonoBehaviour {
} }
public void PlayRotate(){
public void PlayPickUp(){
source.pitch = pitchDefault;
source.PlayOneShot (sfxPickUp,0.7f);
}
public void PlayRotateL(){
source.pitch = pitchDefault;
source.PlayOneShot (sfxRotateL);
}
public void PlayRotateR(){
source.pitch = pitchDefault; source.pitch = pitchDefault;
source.PlayOneShot (sfxRotate);
source.PlayOneShot (sfxRotateR);
} }

+ 46
- 0
unity_Project/Assets/Scripts/impactSFX_crate.cs View File

@ -0,0 +1,46 @@
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 () {
//
// }
}

+ 12
- 0
unity_Project/Assets/Scripts/impactSFX_crate.cs.meta View File

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+ 46
- 0
unity_Project/Assets/Scripts/impactSFX_fence.cs View File

@ -0,0 +1,46 @@
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 () {
//
// }
}

+ 12
- 0
unity_Project/Assets/Scripts/impactSFX_fence.cs.meta View File

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+ 24
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unity_Project/Assets/Scripts/magnetGun.cs View File

@ -41,15 +41,15 @@ public class magnetGun : MonoBehaviour {
private Color lastTargetColour; private Color lastTargetColour;
public GameObject magnetTipObject;
//----------------------- //-----------------------
// Use PlayerSound script // Use PlayerSound script
// (specifically for object-rotation sounds for this MagnetGun script) // (specifically for object-rotation sounds for this MagnetGun script)
public PlayerSounds _playerSoundScript; public PlayerSounds _playerSoundScript;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
if (topScreen) if (topScreen)
@ -114,7 +114,6 @@ public class magnetGun : MonoBehaviour {
cameraRotateTest (GravityTarget); cameraRotateTest (GravityTarget);
} }
@ -144,6 +143,8 @@ public class magnetGun : MonoBehaviour {
private void pickUpItem(Collider item){ private void pickUpItem(Collider item){
if (item != null) { if (item != null) {
_playerSoundScript.PlayPickUp();
if (item == otherPlayer.GravityTarget){ if (item == otherPlayer.GravityTarget){
otherPlayer.dropItem(item); otherPlayer.dropItem(item);
} }
@ -225,6 +226,7 @@ public class magnetGun : MonoBehaviour {
if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > minDistance && Vector3.Distance (gravityWell.transform.position, camera.transform.position) < magnetRange) || maxPullSpeed<1) { if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > minDistance && Vector3.Distance (gravityWell.transform.position, camera.transform.position) < magnetRange) || maxPullSpeed<1) {
gravityWell.transform.position = Vector3.MoveTowards (gravityWell.transform.position, maxPull, step); gravityWell.transform.position = Vector3.MoveTowards (gravityWell.transform.position, maxPull, step);
//MagnetLaserShoot();
if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > magnetRange) && !topScreen) if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > magnetRange) && !topScreen)
dropItem (GravityTarget); dropItem (GravityTarget);
@ -235,9 +237,11 @@ public class magnetGun : MonoBehaviour {
private void rotateInput(Collider item){ private void rotateInput(Collider item){
if (item != null) { if (item != null) {
if (Input.GetButtonDown(L_BUTTON_INPUT)) if (Input.GetButtonDown(L_BUTTON_INPUT))
//_playerSoundScript.PlayRotateL(); // Rotate-Object Sound. ERROR: Held object continuously rotates
StartCoroutine (rotateItem(item,new Vector3 (0,90,0),0.3f)); 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)) if (Input.GetButtonDown(R_BUTTON_INPUT))
//_playerSoundScript.PlayRotateR(); // Rotate-Object Sound. ERROR: Held object continuously rotates
StartCoroutine (rotateItem(item,new Vector3 (90,0,0),0.3f)); StartCoroutine (rotateItem(item,new Vector3 (90,0,0),0.3f));
} }
} }
@ -309,5 +313,20 @@ public class magnetGun : MonoBehaviour {
} }
return false; return false;
} }
// FUNCTION: Shoot Magnet Ray
// void MagnetLaserShoot(){
// RaycastHit hit;
//
// if(Physics.Raycast(magnetTipObject.transform.position, magnetTipObject.transform.forward, out hit)){
// if(hit.collider.tag == "moveable"){
// Debug.Log("Magnet laser has collided" + hit.collider.gameObject.name);
// }
// }
// }
} }

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