public void StopGrind(float exitForce) { this.grindLoopSource.Stop(); float single = 1f; if (single > this.grindVolMax) { single = this.grindVolMax; } switch (this.grindState) { case DeckSounds.GrindState.wood: { this.PlayRandomOneShotFromArray(this.woodGrindGeneralEnd, this.grindHitSource, single * 0.6f); break; } case DeckSounds.GrindState.metal: { this.PlayRandomOneShotFromArray(this.metalGrindGeneralEnd, this.grindHitSource, single * 0.6f); break; } case DeckSounds.GrindState.concrete: { this.PlayRandomOneShotFromArray(this.concreteGrindGeneralEnd, this.grindHitSource, single * 0.6f); break; } } this.grindState = DeckSounds.GrindState.none; }
public void OnWoodGrind(float impactForce) { if (this.grindState == DeckSounds.GrindState.none) { Vector3 vector3 = Vector3.ProjectOnPlane(PlayerController.Instance.boardController.boardRigidbody.velocity, Vector3.up); this.SetGrindingVolFromBoardSpeed(vector3.magnitude); this.PlayRandomOneShotFromArray(this.woodGrindGeneralStart, this.grindHitSource, impactForce / 10f); this.PlayRandomFromArray(this.woodGrindGeneralLoop, this.grindLoopSource); this.grindState = DeckSounds.GrindState.wood; } }