コード例 #1
0
ファイル: PlayerSound.cs プロジェクト: yenamars/SperFPS
//	IEnumerator stepSoundCoroutine()
//	{
//		playingStepSound = true;
//
//		if(switchStep == true)
//		{
//			leftStepSoundRandomizer.Randomize();
//			leftStepSound.Play();
//		}
//		else
//		{
//			rightStepSoundRandomizer.Randomize();
//			rightStepSound.Play();
//		}
//
//		switchStep = !switchStep;
//		yield return new WaitForSeconds(stepFrequency/playerMove.actualSpeed);
//		playingStepSound = false;
//	}

    IEnumerator jumpSoundCoroutine()
    {
        playingJumpSound = true;
        jumpSoundRandomizer.Randomize();
        jumpSound.Play();
        yield return(new WaitForSeconds(0.1f));

        playingJumpSound = false;
    }
コード例 #2
0
ファイル: PlayerSound.cs プロジェクト: yenamars/SperFPS
    void Update()
    {
//		if(playerMove.moving == true && playingStepSound == false)
//		{
//
//		}

        if (handMovementLeft.playStepSound == true)
        {
            handMovementLeft.playStepSound = false;
            leftStepSoundRandomizer.Randomize();
            leftStepSound.Play();
        }

        if (handMovementRight.playStepSound == true)
        {
            handMovementRight.playStepSound = false;
            rightStepSoundRandomizer.Randomize();
            rightStepSound.Play();
        }

        if (playerMove.jumping == true && playingJumpSound == false)
        {
            StartCoroutine(jumpSoundCoroutine());
        }

        if (playerMove.checkGround.grounded == true && playingLandSound == false)
        {
            playingLandSound = true;
            landSoundRandomizer.Randomize();
            landSound.Play();
        }

        if (playerMove.checkGround.grounded == false)
        {
            playingLandSound = false;
        }

        float v = Mathf.Clamp(rgdBody.velocity.magnitude, 0.0f, 10.0f);

        movingSound.volume = movingSoundVolume * v;
        movingSound.pitch  = movingSoundPitch * v;
    }
コード例 #3
0
ファイル: PlayerSound.cs プロジェクト: yenamars/SperFPS
 public void PlayHitSound(Vector3 p)
 {
     hitSoundRandomizer.Randomize();
     hitSound.transform.position = p;
     hitSound.Play();
 }