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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;
}
}
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