public void onPickUp(s_Player p) { if (p.SetEquippedWeapon(this)) // checks to make the weapon is not one just dropped if it is not then it equips it and continues { AudioControlerScript.PlaySound(AudioControlerScript.Clips.pickup_gun_001); SetHolder(p); p.AddWeaponToHand(this); holderColor = p.PlayerColor; tossed = null; p.PlayPickupSound(); doPickUpEffect(); } }
public void PlayDeflectionSound() { switch (NameOfWeapon) { case WeaponName.NULL: break; case WeaponName.SMG: break; case WeaponName.FryingPan: AudioControlerScript.PlaySound(AudioControlerScript.Clips.pan_hit_002); break; case WeaponName.Shotgun: break; case WeaponName.Boomerang: break; case WeaponName.Revolver: break; case WeaponName.MegaKatana: AudioControlerScript.PlaySound(AudioControlerScript.Clips.katana_slash_002); break; case WeaponName.Flamethrower: break; case WeaponName.GrenadeLauncher: break; case WeaponName.PlasmaGun: break; case WeaponName.CrossBow: break; case WeaponName.MissileLauncher: break; case WeaponName.DuckGrenade: break; default: Debug.LogError("No case for deflection sound effect for weapon " + NameOfWeapon.ToString() + " on gameobject " + gameObject.name); break; } }
// Use this for initialization void Start() { mySpeakers = new AudioSpeakerScript[availableTokens]; myPriortySpeakers = new AudioSpeakerScript[3]; if (Singleton != null && Singleton != this) { Destroy(gameObject); } else { Singleton = this; } for (int i = 0; i < mySpeakers.Length; i++) { GameObject s = Instantiate(speaker1, transform.position, Quaternion.identity); mySpeakers[i] = s.GetComponent <AudioSpeakerScript>(); } for (int i = 0; i < myPriortySpeakers.Length; i++) { GameObject s = Instantiate(speaker1, transform.position, Quaternion.identity); myPriortySpeakers[i] = s.GetComponent <AudioSpeakerScript>(); } }
protected void playFireSoundEffect() { switch (NameOfWeapon) { case WeaponName.NULL: break; case WeaponName.SMG: AudioControlerScript.PlaySound(AudioControlerScript.Clips.machine_gun_shot_002); break; case WeaponName.FryingPan: break; case WeaponName.Shotgun: AudioControlerScript.PlaySound(AudioControlerScript.Clips.shotgun_blast_002); break; case WeaponName.Boomerang: AudioControlerScript.PlaySound(AudioControlerScript.Clips.boomerang_001); break; case WeaponName.Revolver: AudioControlerScript.PlaySound(AudioControlerScript.Clips.pistol_shot_002); break; case WeaponName.MegaKatana: AudioControlerScript.PlaySound(AudioControlerScript.Clips.katana_slash_002); break; case WeaponName.Flamethrower: break; case WeaponName.GrenadeLauncher: break; case WeaponName.PlasmaGun: AudioControlerScript.PlaySound(AudioControlerScript.Clips.plasma_cannon_Alexander); break; case WeaponName.CrossBow: case WeaponName.AutoCrossbow: AudioControlerScript.PlaySound(AudioControlerScript.Clips.crossbow_shot_001); break; case WeaponName.MissileLauncher: AudioControlerScript.PlaySound(AudioControlerScript.Clips.missile_001); break; case WeaponName.DuckGrenade: break; case WeaponName.RayGun: break; case WeaponName.BlackHoleGun: break; case WeaponName.Rifle: AudioControlerScript.PlaySound(AudioControlerScript.Clips.sniper_rifle_Alexander); AudioControlerScript.PlaySound(AudioControlerScript.Clips.pickup_gun_001); break; case WeaponName.LightningGun: break; case WeaponName.Shrukien: AudioControlerScript.PlaySound(AudioControlerScript.Clips.shruiken_Alexander); break; case WeaponName.SpikeGun: AudioControlerScript.PlaySound(AudioControlerScript.Clips.spike_gun_Alexander); break; default: Debug.Log("No sound effect set for " + gameObject.name + " attack sound"); break; } }