IEnumerator MisfireEffect() { // I had an interesting effect when playing the "click" sound // It was based on it playing many times rapidly // Play it in the background so nothing stutters for (int i = 0; i < 20; i++) { audioController.PlayAudio(GC.AudioController.Sources.Misfire); yield return(new WaitForSeconds(Time.fixedDeltaTime / 2)); } }
// Use this for initialization void Start() { audioController = FindObjectOfType <GC.AudioController>(); LevelController = FindObjectOfType <GC.LevelController>(); rb = GetComponent <Rigidbody2D>(); // Enable engine rumble audioController.ToggleAudioContinuous(GC.AudioController.Sources.Movement, true); audioController.PlayAudio(GC.AudioController.Sources.Movement); }
// Update is called once per frame void Update() { // Randomly pick the next time it will fire, fire at that time if (Time.time - previousSpawnTime > nextRandomTime) { //Debug.Log("Spawning"); previousSpawnTime = Time.time; nextRandomTime = Random.Range(spawnrate - randomSpawnRange, spawnrate + randomSpawnRange); //Transform t = ChooseSpawnTransform(); GameObject bullet = Instantiate(bulletPrefab, GameObject.Find("InstantiateContainer").transform);//, t.position, t.rotation); ChooseSpawnTransform(bullet.transform); Vector2 shipVelocity = GetComponent <Rigidbody2D>().velocity; // Give the bullet the ship's velocity, and let the bullet handle its own forward force from there bullet.GetComponent <Rigidbody2D>().velocity = shipVelocity; //bullet.GetComponent<Rigidbody2D>().AddForce(bulletSpeed); audioController.PlayAudio(GC.AudioController.Sources.EnemyShooter); } }