using UnityEngine; public class PlayerWeaponAudio : MonoBehaviour { public enum WeaponType { Sword, Spear, Bow } public ManualAttack autoWeapon; public ManualAttack activeAbility; public WeaponType weaponType; public float pitchRange; public float volume = 0.75f; [HideInInspector] private AudioSet.ClipArray attackSound; private bool initialized; public AudioSet.ClipArray AttackSound { get { if (!initialized) { Initialize(); } return attackSound; } } private void Initialize() { switch (weaponType) { case WeaponType.Bow: attackSound = ThronefallAudioManager.Instance.audioContent.PlayerBow; break; case WeaponType.Spear: attackSound = ThronefallAudioManager.Instance.audioContent.PlayerSpear; break; case WeaponType.Sword: attackSound = ThronefallAudioManager.Instance.audioContent.PlayerSword; break; } initialized = true; } }