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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);
}
}
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