public void PlayConcentratingAudio() { concentratingAudio.PlayRandomSound(); }
public void PlayFootStepAudioPlayer() { footStepAudioPlayer.PlayRandomSound(); }
public void PlayDarkVoidAttackAudio() { darkvoidAttackAudio.PlayRandomSound(); }
public void PlayNormalAttackAudio() { normalAttackAudio.PlayRandomSound(); }
public void SetVerticalMovement(float newVerticalMovement) { rangedAttackAudioPlayer.PlayRandomSound(); moveVector.y = newVerticalMovement; }
public void PlayJumpAttackAudio() { jumpAttackAudio.PlayRandomSound(); }
public void ShieldDown() { shieldDownAudioPlayer.PlayRandomSound(); damageable.DisableInvulnerability(); }
public void PlayFootStep() { footStepAudio.PlayRandomSound(); }
public void PlayWallSliding() { wallSlidingAudioPlayer.PlayRandomSound(); }
public void SetJumpingMovement() { m_MoveVector.y = m_JumpVelocity; jumpAudioPlayer.PlayRandomSound(); }
public void PlayMovementAudio() { movementAudio.PlayRandomSound(); }
public void PlayFootStep() { movementAudio.PlayRandomSound(); }
public void TriggerAudio() { randomAudio.PlayRandomSound(); HasDone = true; }
public void PlayLandAudioPlayer() { landAudioPlayer.PlayRandomSound(); }
public void PlayStep() { stepAudioPlayer.PlayRandomSound(); }
public void PlayHurtAudioPlayer() { hurtAudioPlayer.PlayRandomSound(); }
private void Die() { gameObject.SetActive(false); VFXController.Instance.Trigger(m_HashDeadEffect, transform.position, 0, false, null); deadAudio.PlayRandomSound(); }
public void PlayMelee2_1Sound() { meleeAttack2_1Audio.PlayRandomSound(); }
public void PlayAttackAudio() { meleeAttackAudio.PlayRandomSound(); }