private Stance m_eCurrentStance = Stance.IDLE; // Current Stance //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Redefined Method: Start //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public override void Start() { base.Start(); CreateFullPath(); m_DeathHissAudioSource = SoundPlayerManager.AddAudio(gameObject, m_DeathHissSoundClip); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Redefined Method: Start //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public override void Start() { base.Start(); CreateFullPath(); // Add Audio m_HissSoundAudioSource = SoundPlayerManager.AddAudio(gameObject, m_HissSound); SetCurrentStance((m_ePathChoosing == PathChoosing.FOLLOW_PLAYER) ? Stance.FOLLOW_PLAYER_BEGIN : Stance.IDLE); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Setup Sounds //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void SetupSounds() { m_SoundFiles.FlyInSource = new AudioSource[m_SoundFiles.FlyInSFX.Length]; for (int i = 0; i < m_SoundFiles.FlyInSFX.Length; ++i) { m_SoundFiles.FlyInSource[i] = SoundPlayerManager.AddAudio(gameObject, m_SoundFiles.FlyInSFX[i], false, false, 0.8f); } m_SoundFiles.FlyOutSource = new AudioSource[m_SoundFiles.FlyOutSFX.Length]; for (int i = 0; i < m_SoundFiles.FlyOutSFX.Length; ++i) { m_SoundFiles.FlyOutSource[i] = SoundPlayerManager.AddAudio(gameObject, m_SoundFiles.FlyOutSFX[i], false, false, 0.8f); } m_SoundFiles.TextSource = SoundPlayerManager.AddAudio(gameObject, m_SoundFiles.TextSFX, false, false, 0.8f); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Redefined Method: Start //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Start() { m_HealthAlarmSource = SoundPlayerManager.AddAudio(gameObject, m_HealthAlarmSound, false, false, 1.0f); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Setup Instance Variables //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void SetupInstanceVariables() { m_fJumpVelocity = (m_fJumpVelocity < 0.001f) ? 300.0f : m_fJumpVelocity; m_AttachHissSource = SoundPlayerManager.AddAudio(gameObject, m_AttachHissSound); }