void PlaySound(SetFeedback a_sound) { AudioSource playing = null; switch (a_sound) { case SetFeedback.EnemyHit: playing = attack; break; case SetFeedback.EnemyCrit: playing = crit; break; case SetFeedback.PlayerHit: playing = hurt; break; case SetFeedback.PlayerDodged: playing = miss; break; case SetFeedback.PlayerMissed: playing = miss; break; case SetFeedback.PlayerCountered: playing = attack; break; default: break; } if (playing != null) { playing.volume = PlayerPrefs.GetFloat("Volume", 0.3f); playing.Play(); } }
internal void DamageSet(SetFeedback setFeedback) { if (!body) { body = FindObjectOfType <TorsoPart>(); } timer = 3; switch (setFeedback) { case SetFeedback.EnemyHit: body.Animate(Animations.Attack); PlaySound(setFeedback); foreach (ParticleSystem item in enemyhitParticle) { item.Play(); } break; case SetFeedback.EnemyCrit: body.Animate(Animations.Attack); PlaySound(setFeedback); foreach (ParticleSystem item in enemycritParticle) { item.Play(); } break; case SetFeedback.PlayerHit: body.Animate(Animations.Hurt); PlaySound(setFeedback); foreach (ParticleSystem item in playerhitParticle) { item.Play(); } break; case SetFeedback.PlayerDodged: PlaySound(setFeedback); foreach (ParticleSystem item in enemymissedParticle) { item.Play(); } break; case SetFeedback.PlayerMissed: body.Animate(Animations.Hurt); PlaySound(setFeedback); foreach (ParticleSystem item in playermissedParticle) { item.Play(); } break; case SetFeedback.PlayerCountered: body.Animate(Animations.Attack); PlaySound(setFeedback); foreach (ParticleSystem item in playercounteredParticle) { item.Play(); } break; default: break; } }