void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag.Equals("FlamingSkull")) { SoundManger.PlaySound("hitSound"); TakeDamage(10); } if (col.gameObject.tag.Equals("Goblin")) { SoundManger.PlaySound("hitSound"); TakeDamage(20); } if (col.gameObject.tag.Equals("Spikes")) { SoundManger.PlaySound("hitSound"); TakeDamage(100); } if (col.gameObject.tag.Equals("Boss")) { SoundManger.PlaySound("hitSound"); TakeDamage(25); } if (currentHealth <= 0) { Instantiate(blood, transform.position, Quaternion.identity); animator.SetTrigger("dead"); gameOverText.SetActive(true); restartButton.SetActive(true); } }
void Awake() { if (instance == null) instance = this; else if (instance != this) Destroy(gameObject); DontDestroyOnLoad(gameObject); }
void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
// Roll the die, blocking other tasks public IEnumerator Roll() { rolling = true; transform.localPosition = new Vector3(); AddTorque(); AddForce(); SoundManger.PlayDiceRollSound(); yield return new WaitForSeconds(3); if (GetResult() == -1) { yield return Roll(); // If the die lands on its side or between two values, re-roll } rolling = false; }
void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } AudioSource theSource = GetComponent <AudioSource>(); soundEffectAudio = theSource; }
public float highPitchRange = 1.05f; //The highest a sound effect will be randomly pitched. void Awake() { //Check if there is already an instance of SoundManager if (instance == null) { //if not, set it to this. instance = this; } //If instance already exists: else if (instance != this) { //Destroy this, this enforces our singleton pattern so there can only be one instance of SoundManager. Destroy(gameObject); } //Set SoundManager to DontDestroyOnLoad so that it won't be destroyed when reloading our scene. }
// Use this for initialization void Start() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } AudioSource[] sources = GetComponents <AudioSource>(); foreach (AudioSource source in sources) { if (source.clip == null) { SoundEffectAudio = source; } } }
// Move a piece on the board public IEnumerator MovePiece(ChessMove chessMove, bool attackOnly) { ChessPiece initialPiece = ChessGrid.GetPosition(chessMove.InitialSquare); string notation = UIManager.BuildNotation(initialPiece.type, chessMove.InitialSquare, chessMove.TargetSquare, chessMove.Attack); Color color = Color.white; // Assume it will succeed if not an attack bool success = true; if (chessMove.Attack) { // Update attacking text ChessPiece targetPiece = ChessGrid.GetPosition(chessMove.TargetSquare); int minNeeded = CaptureMatrix.GetMin(initialPiece.type, targetPiece.type, chessMove.AddOne); Game.Controller.uiManager.UpdateAttack(UIManager.BuildNotation(initialPiece.type, chessMove.InitialSquare, chessMove.TargetSquare, true) + " - " + minNeeded + "+ needed."); // Only do the die roll if it is not a king attacking a pawn (this move is automatic) if (!(initialPiece.type == "king" && targetPiece.type == "pawn")) { yield return(Game.Controller.die.Roll()); int num = Game.Controller.die.GetResult(); success = num >= minNeeded; } // Set color of move history text color = success ? Color.green : Color.red; } // set commander as having moved initialPiece.GetCommander().SetMoved(); // Add move history record Game.Controller.uiManager.InsertMoveRecord(notation, false, color); if (success) { if (chessMove.Attack) { // Play sounds SoundManger.PlayAttackSuccessSound(); yield return(new WaitForSeconds(0.7f)); SoundManger.PlayCaptureSound(); ChessPiece targetPiece = ChessGrid.GetPosition(chessMove.TargetSquare); // if king was taken, a player has won the game if (targetPiece.type == "king") { Game.Winner(targetPiece.Owner.Name == "player1" ? "player2" : "player1"); } targetPiece.transform.GetChild(0).GetComponent <SpriteRenderer>().enabled = false; // Disable commander icon on this piece // transition command authority to king if bishop was captured if (targetPiece.type == "bishop") { Player player = targetPiece.Owner; player.RemainingMoves--; if (targetPiece.Owner == PovManager.Instance.Pov) { CommandDelegation.Instance.DisableButton(targetPiece.GetDivision()); } player.TransitionCommand(targetPiece.GetDivision()); } // move piece to graveyard Graveyard grave = targetPiece.Owner.Name == "player1" ? player1Graveyard : player2Graveyard; targetPiece.moveable = false; targetPiece.dragging = true; ChessGrid.Captured.Add(targetPiece); grave.AddToGrave(targetPiece.gameObject.transform); } // If piece moves to the square it attacked (not an archer) if (!attackOnly) { SoundManger.PlayMoveSound(); ChessGrid.SetPositionEmpty(initialPiece.Position); ChessGrid.SetPosition(chessMove.TargetSquare, initialPiece); initialPiece.SpriteRenderer.sortingOrder = 1; initialPiece.Position = chessMove.TargetSquare; } else { ChessGrid.SetPositionEmpty(chessMove.TargetSquare); } } else { // Attack Failed Game.Controller.lastMoveFailed = true; SoundManger.PlayAtackFailedSound(); } // Increment turn regardless of fail/success DestroyMovePlates(); Game.Controller.IncrementTurnCounter(); }
// Use this for initialization void Start() { startLives = playerLives; // set our start lives sm = GetComponent <SoundManger>(); // get our sound manager componenet AS = GetComponent <AudioSource>(); // get our auido source component }
public HttpResponseMessage English(string empId) { ISoundManager manager = new SoundManger(AppDomain.CurrentDomain.BaseDirectory + "\\Sounds\\English\\"); return(ReturnBytes(manager.GetEnglishSound(empId), "english")); }
public HttpResponseMessage Khmer(string empId) { ISoundManager manager = new SoundManger(AppDomain.CurrentDomain.BaseDirectory + "\\Sounds\\Khmer\\"); return(ReturnBytes(manager.GetKhmerSound(empId), "khmer")); }
private void Start() { soundMgr = SoundManger.instance; }
void OnDestroy() { instance = null; }
void Start() { instance = this; source = GameObject.Find("SoundManager").transform.GetChild(0).GetComponent <AudioSource>(); }
private void Awake() { _instance = this; }