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using Sonigon;
using UnityEngine;
public class RayHitBulletSound : RayHitEffect
{
[Header("Sound Settings")]
public bool disableImpact;
public bool playLocalImpact;
public SoundEvent soundLocalImpact;
public bool localImpactVelocityToIntensity;
private ProjectileHit projectileHit;
private RayHitReflect rayHitReflect;
private MoveTransform moveTransform;
private SoundParameterIntensity soundIntensity = new SoundParameterIntensity();
private void Start()
{
projectileHit = GetComponent<ProjectileHit>();
rayHitReflect = GetComponent<RayHitReflect>();
moveTransform = GetComponent<MoveTransform>();
}
public override HasToReturn DoHitEffect(HitInfo hit)
{
if (disableImpact)
{
return HasToReturn.canContinue;
}
if (localImpactVelocityToIntensity)
{
soundIntensity.intensity = moveTransform.velocity.magnitude;
}
if (playLocalImpact)
{
if (soundLocalImpact != null && hit.collider != null && hit.collider.tag != "Player")
{
if (localImpactVelocityToIntensity)
{
SoundManager.Instance.PlayAtPosition(soundLocalImpact, SoundManager.Instance.GetTransform(), hit.point, soundIntensity);
}
else
{
SoundManager.Instance.PlayAtPosition(soundLocalImpact, SoundManager.Instance.GetTransform(), hit.point);
}
}
}
else
{
projectileHit.ownPlayer.data.weaponHandler.gun.soundGun.PlayImpact(hit, rayHitReflect);
}
return HasToReturn.canContinue;
}
}
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