private void PlayLowEnergyFeedback(TankNode tank) { this.StopSound(tank); WeaponFeedbackSoundBehaviour behaviour = Object.Instantiate <WeaponFeedbackSoundBehaviour>(tank.shootingEnergyFeedbackSound.LowEnergyFeedbackSoundAsset); tank.shootingEnergyFeedbackSound.Instance = behaviour; behaviour.Play(-1f, 1f, true); }
private void StopSound(TankNode tank) { WeaponFeedbackSoundBehaviour instance = tank.shootingEnergyFeedbackSound.Instance; if (instance) { instance.GetComponent <WeaponEnergyFeedbackFadeBehaviour>().enabled = true; } }
private void PlayHitFeedbackSound(WeaponFeedbackSoundBehaviour asset, HitFeedbackSoundsPlayingSettingsComponent settings) { Object.Instantiate <WeaponFeedbackSoundBehaviour>(asset).Play(settings.Delay, settings.Volume, settings.RemoveOnKillSound); }
public void ClearHitFeedbackSounds(KillTankSoundEffectCreatedEvent e, SingleNode <SoundListenerComponent> listener) { WeaponFeedbackSoundBehaviour.ClearHitFeedbackSounds(); }