using UnityEngine; public class ProjectileAudio : MonoBehaviour { public enum ProjectileType { Catapult } public AimbotProjectile target; public AudioSource aSource; public ProjectileType projectile; public float pitchrange = 0.2f; private void Start() { if (target != null) { target.onHit.AddListener(PlayImpact); } if (projectile == ProjectileType.Catapult) { aSource.clip = ThronefallAudioManager.Instance.audioContent.CatapultImpact.GetRandomClip(); } aSource.pitch = Random.Range(1f - pitchrange, 1f + pitchrange); } private void PlayImpact() { aSource.Play(); aSource.transform.parent = null; Object.Destroy(aSource.gameObject, aSource.clip.length); } }