Esempio n. 1
0
    void Update()
    {
        DepthSound depthSound = config.GetAvailableDepthSound(GameManager.main.PlayerDepth);

        if (depthSound == null)
        {
            return;
        }
        depthSound.Timer += Time.deltaTime;
        if (depthSound.Timer > depthSound.Interval)
        {
            float rng = Random.Range(0f, 1.0f);
            if (rng <= depthSound.Chance)
            {
                if (depthSound.Clips.Count > 0)
                {
                    AudioClip clip = depthSound.Clips[Random.Range(0, depthSound.Clips.Count)];
                    if (clip != null)
                    {
                        PlayClip(clip);
                        Debug.Log($"played {clip} for depth range {depthSound.DepthMin} - {depthSound.DepthMax} ({rng * 100.0f}% -> {depthSound.Chance * 100.0f}%)");
                    }
                }
            }
            else
            {
                Debug.Log($"Rng was {rng * 100} and chance is {depthSound.Chance * 100}");
            }
            depthSound.Timer            = 0f;
            depthSound.PlayedPreviously = Time.time;
        }
    }
Esempio n. 2
0
    public DepthSound GetAvailableDepthSound(float depth)
    {
        DepthSound depthSound = depthSounds.Where(
            sound => depth > sound.DepthMin && depth < sound.DepthMax
            ).FirstOrDefault();

        return(depthSound);
    }