void FixedUpdate() { StartCoroutine(toggleFootStepsSound()); if (hInGameScriptCS.isGamePaused() == true) { stopSound(CharacterSounds.Footsteps); } if (bPlayFootsteps == true) { //adjust footsteps pitch according to movement speed asCharacterSounds [(int)CharacterSounds.Footsteps].pitch = hControllerScriptCS.getCurrentForwardSpeed() / 3.0f; if (bFootstepsPlaying == false) { if (bSoundEnabled) { asCharacterSounds [(int)CharacterSounds.Footsteps].Play(); } bFootstepsPlaying = true; } } else { if (bFootstepsPlaying == true) { if (bSoundEnabled) { asCharacterSounds [(int)CharacterSounds.Footsteps].Stop(); } bFootstepsPlaying = false; } } }
/* * FUNCTION: Reduce energy if player fell int a pit */ public void setPitValues() { bPitFallingStart = true; hControllerScriptCS.setPitFallLerpValue(Time.time); hControllerScriptCS.setPitFallForwardSpeed(hControllerScriptCS.getCurrentForwardSpeed()); print("Fell in a Pit"); }