public void ShootDown(ShootingTargetCollisionType collisionType) { if (isActive && collisionType != ShootingTargetCollisionType.Miss) { isActive = false; runFallAnimation = true; // Assign SFX pitch based on the collision type float pitch = -0.75f; if (collisionType == ShootingTargetCollisionType.Bullseye || collisionType == ShootingTargetCollisionType.Headshot) { // Raise pitch pitch = 0.25f; } // Play SFX shotSFX.Play(sfxVolume, pitch, 0.0f); } }
public ShootingTargetCollisionResult(float hitDistance, ShootingTargetCollisionType collisionType) { this.hitDistance = hitDistance; this.collisionType = collisionType; }