void Start() { _anim = GetComponent<Animator>(); _fmod = GetComponent<FMOD_CustonEmitter>(); _fmod.StartEvent(); }
void Awake() { GameObject gameObject = new GameObject("SFX"); gameObject.transform.parent = transform; gameObject.transform.localPosition = Vector3.zero; explosionEmitter = gameObject.AddComponent<FMOD_CustonEmitter>(); explosionEmitter.Init(explosion); hitEmitter = gameObject.AddComponent<FMOD_CustonEmitter>(); hitEmitter.Init(hit); _enemy = GetComponent<StingerExploder>(); }
void Start() { self = this; Vector3 emitterPosition = transform.TransformPoint(Vector3.zero); emitterPosition.z = 0; GameObject gameObject = new GameObject("SFX"); gameObject.transform.position = emitterPosition; gameObject.transform.parent = transform; soundTrackEmitter = gameObject.AddComponent<FMOD_CustonEmitter>(); soundTrackEmitter.Init(soundTrack); soundTrackEmitter.Start(); }
void Awake() { GameObject gameObject = new GameObject("SFX"); gameObject.transform.parent = transform; gameObject.transform.localPosition = Vector3.zero; laserEmitter = gameObject.AddComponent<FMOD_CustonEmitter>(); laserEmitter.Init(laser); vooEmitter = gameObject.AddComponent<FMOD_CustonEmitter>(); vooEmitter.Init(voo); explosionEmitter = gameObject.AddComponent<FMOD_CustonEmitter>(); explosionEmitter.Init(explosion); _enemy = GetComponent<StingerShooter>(); }
void Awake() { GameObject gameObject = new GameObject("SFX"); gameObject.transform.parent = transform; gameObject.transform.localPosition = Vector3.zero; shootEmitter = gameObject.AddComponent<FMOD_CustonEmitter>(); shootEmitter.Init(shoot); footstepEmitter = gameObject.AddComponent<FMOD_CustonEmitter>(); footstepEmitter.Init(footstep); hurtEmitter = gameObject.AddComponent<FMOD_CustonEmitter>(); hurtEmitter.Init(hurt); _player = GetComponent<Player>(); }
private void WallRaycast(Vector3 direction, FMOD_CustonEmitter emitter, Vector3 myPosition) { Transform emitterTransform = emitter.transform; RaycastHit hit; if (Physics.Raycast(myPosition, direction, out hit, raycastRange)) { emitterTransform.position = hit.point;// + 10.0f * direction; //if(emitter.HasStoped()) // emitter.Play(); } else { emitterTransform.position = new Vector3(10000,10000,10000); //emitter.Stop(); } }
IEnumerator PlayDelayedSound(FMOD_CustonEmitter emitter, float delay) { yield return new WaitForSeconds(delay); emitter.Play(); }