public void PlayLitSfx(GameObject litObject) { if (Time.time - lastLitTime > 2.5f) { litSfxIndex = 0; } else { litSfxIndex = (litSfxIndex + 1) % 3; } lastLitTime = Time.time; NodeGravity nodeGravity = litObject.GetComponent <NodeGravity>(); if (nodeGravity != null) { if (nodeGravity.IsNodeEverTouched()) { litSfxIndex = 0; } if (nodeGravity.IsNodeDepleted()) { return; } } consectiveLitSfx[litSfxIndex].Play(); }
public void PlayActivateSfx(GameObject activeObject) { if (activatedObjects.Contains(activeObject)) { return; } /* * NodeGravity nodeGravity = activeObject.GetComponent<NodeGravity>(); * int index = 0; * if (nodeGravity && nodeGravity.nodeRadius >= 5.0f) * { * index = 1; * } * if (nodeGravity && nodeGravity.nodeRadius >= 10.0f) * { * index = 2; * } * * activateSfx[index].Play(); */ if (Time.time - lastActivateTime > 5.0f) { activateSfxIndex = 0; Debug.Log("Reset activate sound"); } else { activateSfxIndex = (activateSfxIndex + 1) % 9; } lastActivateTime = Time.time; NodeGravity nodeGravity = activeObject.GetComponent <NodeGravity>(); if (nodeGravity != null) { if (nodeGravity.IsNodeEverTouched()) { return; } if (nodeGravity.IsNodeDepleted()) { return; } } activateSfx[activateSfxIndex].Play(); activatedObjects.Add(activeObject); }