private void setJump(bool YayOrNay) { //this is an example of how you would get //the individual character type if you want them to make //specialized sounds // audio.Play("Jump_"+name[PlayerNumber]); //this will output Jump_Bibbs for player 0, Jump Leslie for player 1, etc //also note, if you want to have multiple jump sounds and randomly select them, you can add //Random.Range[0,5] and you'll get a 0,1,2,3, or 4 (not 5). //here's an example of what that might look like, this will print when a player jumps print("Jump_" + name[PlayerNumber] + "_" + Random.Range(1, 5)); //technically you said you might want to just go male of female for now and individual characters //later, for that I would recommend just copying each file (two males and two females) and still //using the character names, that way it's up to the voice actors later to replace their individual //files if you specifically name them jump_male, then you have to go through and change the code //yourself... so more work that way. //That said, if you really want male or female tags, here's how you could get that string: print("Jump_" + (name[PlayerNumber] == "Hobbs" || name[PlayerNumber] == "Leslie" ? "Female" : "Male")); if (YayOrNay) { audio.Play("Jump" + name[PlayerNumber]); } AnimState.updateAnimationState(AnimationStates.Tag.jump, YayOrNay); }
public void DealDamage(DamageMessage message) { //if (message.friend==gameObject||message.friend == colliders) //return; if (!_canTakeDamage) { return; } if (message.damage < 0) { //heal poison framesDamage = 0; if (_currentHealth > maxHealth) { return; } _currentHealth -= message.damage; if (_currentHealth > maxHealth) { _currentHealth = maxHealth; } info.say("HP: " + _currentHealth, 15); return; } GetComponent <ShowDamage>().animateDamage(); audio.Play("Hurt" + name[PlayerNumber]); if (AnimState == null) { AnimState = GetComponent <CharacterMovement_Physics>().AnimState; } AnimState.updateAnimationState(AnimationStates.Tag.damage, true); //print("deal damage " + message.damage); if (message.effect == "blur") { startBlur(); } if (message.effect.Contains("poison")) { string[] tokens = message.effect.Split(','); int.TryParse(tokens[1], out damageRate); int.TryParse(tokens[2], out framesDamage); } _currentHealth -= (int)(message.damage * character.damageFactor); //print("PLAYER HEALTH: " + _currentHealth); info.say("HP: " + _currentHealth, 15); health.text = " " + _currentHealth; damageEvent.Invoke(); if (_currentHealth <= 0) { PlayerDeath(); _currentHealth = 0; } }