void PlayExplosionSFX(SFXStates SFXStates) { GameObject explosionPrefab = Instantiate(explosionsSFX); SFXPlayer explosionPlayer = explosionPrefab.GetComponent <SFXPlayer>(); explosionPlayer.PlaySFX(SFXStates); }
void PlaySFX(SFXStates SFX) { GameObject clipGOInstance = Instantiate(audioSFX); SFXPlayer clipSFXInstance = clipGOInstance.GetComponent <SFXPlayer>(); clipSFXInstance.PlaySFX(SFX); }
public void PlaySFX(SFXStates whatToPlay) { switch (whatToPlay) { case SFXStates.Damage: damage.Play(); break; case SFXStates.WaveCleared: waveCleared.Play(); break; case SFXStates.teleport: teleport.Play(); break; case SFXStates.SubExplosion: subExplosion.Play(); break; case SFXStates.MainExplosion: mainExplosion.Play(); break; case SFXStates.Laser: laser.Play(); break; case SFXStates.PickUp: pickUp.Play(); break; case SFXStates.PowerDown: powerDown.Play(); break; case SFXStates.Asteroid: int randomNumber = Random.Range(0, explosionSFX.Length); explosionSFX[randomNumber].Play(); break; default: Debug.LogError("This isn't supposed to happen! Code:SFX1"); break; } StartCoroutine(DeleteGameObject()); }