public void State_FlyTowardsWall_Enter() { timerWhenThrown = 0.0f; sound.PlayUniqueEvent(flyingSoundID, true); hasHitWall = false; }
// movement state void State_Move_Enter() { //Logger.Log("Move"); mSound.PlayUniqueEvent(footstepID, true); anim.mSingleAnim = AssetManager.getInstance().GetAsset("MaleCharacterWalk.anim"); anim.mAnimSpeed = 1.0f; currSpeed = speedNormal; }
public override void OnAreaEnter() { if (isactive) { mState = 1; mSound.PlayUniqueEvent(mMazeAmbientID, false); isactive = false; } }
public override void OnAreaEnter() { if (!isactive && !hasPlayerSprinted) { isactive = true; mTimer = mInitialDelayTime; // Play the escape effect once Sprint Prompt is fully shown mSound.PlayUniqueEvent(mEscapeEventID, false); mIsSoundPlaying = true; } }
public void TriggerStartGlassSound() { isTriggered = true; mSound.PlayUniqueEvent(glassCrackID, false); }