Exemple #1
0
        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);
            }
        }
Exemple #2
0
 public ShootingTargetCollisionResult(float hitDistance, ShootingTargetCollisionType collisionType)
 {
     this.hitDistance   = hitDistance;
     this.collisionType = collisionType;
 }