StepSound for player, beach Scene sound updated

This commit is contained in:
Florian 2025-06-13 11:05:22 +02:00
parent 6103868ef1
commit 57306c498d
19 changed files with 236 additions and 76 deletions

View File

@ -2273,6 +2273,10 @@ PrefabInstance:
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propertyPath: cameraTransform propertyPath: cameraTransform
value: value:

View File

@ -4,6 +4,7 @@ using UnityEngine.InputSystem;
[RequireComponent(typeof(CharacterController))] [RequireComponent(typeof(CharacterController))]
public class PlayerMovement : MonoBehaviour public class PlayerMovement : MonoBehaviour
{ {
[Header("Movement Settings")]
[SerializeField] private float movementSpeed = 5f; [SerializeField] private float movementSpeed = 5f;
[SerializeField] private float rotationSpeed = 200f; [SerializeField] private float rotationSpeed = 200f;
[SerializeField] private InputActionReference movement; [SerializeField] private InputActionReference movement;
@ -11,20 +12,14 @@ public class PlayerMovement : MonoBehaviour
[SerializeField] private Vector3 cameraOffset = new Vector3(0, 10, -10); [SerializeField] private Vector3 cameraOffset = new Vector3(0, 10, -10);
[SerializeField] private Animator _animator; [SerializeField] private Animator _animator;
[Header("Footstep Sound Settings")]
[SerializeField] private AK.Wwise.Event footstepEvent;
[SerializeField] private float footstepInterval = 0.5f; // seconds between footsteps
private float footstepTimer = 0f;
private Vector3 inputDirection = Vector3.zero; private Vector3 inputDirection = Vector3.zero;
private CharacterController controller; private CharacterController controller;
void LateUpdate()
{
if (cameraTransform != null)
{
cameraTransform.position = transform.position + cameraOffset;
cameraTransform.LookAt(transform.position);
}
}
void Start() void Start()
{ {
controller = GetComponent<CharacterController>(); controller = GetComponent<CharacterController>();
@ -34,7 +29,6 @@ public class PlayerMovement : MonoBehaviour
movement.action.canceled += OnMovementStop; movement.action.canceled += OnMovementStop;
} }
void OnMovement(InputAction.CallbackContext context) void OnMovement(InputAction.CallbackContext context)
{ {
Vector2 inputVector = context.ReadValue<Vector2>(); Vector2 inputVector = context.ReadValue<Vector2>();
@ -46,7 +40,6 @@ public class PlayerMovement : MonoBehaviour
inputDirection = Vector3.zero; inputDirection = Vector3.zero;
} }
void Update() void Update()
{ {
Cursor.lockState = CursorLockMode.Locked; Cursor.lockState = CursorLockMode.Locked;
@ -62,13 +55,33 @@ public class PlayerMovement : MonoBehaviour
Vector3 move = (cameraForward * inputDirection.z + cameraRight * inputDirection.x).normalized * movementSpeed; Vector3 move = (cameraForward * inputDirection.z + cameraRight * inputDirection.x).normalized * movementSpeed;
controller.SimpleMove(move); controller.SimpleMove(move);
print("ttesto");
_animator.SetFloat("Speed", move.magnitude); _animator.SetFloat("Speed", move.magnitude);
if (move.magnitude > 0.01f) if (move.magnitude > 0.01f)
{ {
Quaternion toRotation = Quaternion.LookRotation(move, Vector3.up); Quaternion toRotation = Quaternion.LookRotation(move, Vector3.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.deltaTime); transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
// Footstep logic
footstepTimer -= Time.deltaTime;
if (footstepTimer <= 0f && footstepEvent != null)
{
footstepEvent.Post(gameObject);
footstepTimer = footstepInterval;
}
}
else
{
footstepTimer = 0f; // Reset when not moving
} }
} }
}
void LateUpdate()
{
if (cameraTransform != null)
{
cameraTransform.position = transform.position + cameraOffset;
cameraTransform.LookAt(transform.position);
}
}
}

View File

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@ -177,7 +177,7 @@ MonoBehaviour:
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@ -262,7 +262,7 @@ MonoBehaviour:
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@ -279,7 +279,7 @@ MonoBehaviour:
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@ -296,7 +296,7 @@ MonoBehaviour:
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@ -347,7 +347,7 @@ MonoBehaviour:
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