//impact/metal,wood/Big,Small //impact/body/Wood,Metal/Big,Small //swing/metal,wood/Big,Small void LoadSounds() { var sd = new SoundData(); sd.SetDictionary(AudioClipsMap); sd.SetMaterial(SoundData.Type.Blunt) .SetSoundType(SoundData.Impact.Heavy) .SetSize(SoundData.Size.None) .SetTarget(SoundData.Target.Object) .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + wood + big)); sd.SetSoundType(SoundData.Impact.Light) .SetTarget(SoundData.Target.Object) .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + wood + small)); sd.SetSoundType(SoundData.Swing.Heavy) .SetSize(SoundData.Size.Big) .SetTarget(SoundData.Target.None) .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + swing + wood + big)); sd.SetSoundType(SoundData.Swing.Light) .SetSize(SoundData.Size.Small) .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + swing + wood + small)); sd.SetMaterial(SoundData.Type.Sword) .SetSoundType(SoundData.Impact.Heavy) .SetSize(SoundData.Size.None) .SetTarget(SoundData.Target.Object) .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + metal + big)); sd.SetSoundType(SoundData.Impact.Light) .SetTarget(SoundData.Target.Object) .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + metal + small)); sd.SetSoundType(SoundData.Swing.Heavy) .SetSize(SoundData.Size.Big) .SetTarget(SoundData.Target.None) .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + swing + metal + big)); sd.SetSoundType(SoundData.Swing.Light) .SetSize(SoundData.Size.Small) .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + swing + metal + small)); sd.SetMaterial(SoundData.Type.Sword) .SetSoundType(SoundData.Impact.Heavy) .SetSize(SoundData.Size.None) .SetTarget(SoundData.Target.Body) .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + body + metal + big)); sd.SetSoundType(SoundData.Impact.Light) .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + body + metal + small)); sd.SetMaterial(SoundData.Type.Blunt) .SetSoundType(SoundData.Impact.Heavy) .SetSize(SoundData.Size.None) .SetTarget(SoundData.Target.Body) .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + body + wood + big)); sd.SetSoundType(SoundData.Impact.Light) .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + body + wood + small)); }