audio, core gameplay implemented

This commit is contained in:
Xaver Drabik 2024-12-27 23:56:58 +01:00
parent 860da4fcc9
commit a02a4e6fe1
121 changed files with 7721 additions and 1957 deletions

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@ -1,19 +1,26 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using Random = Unity.Mathematics.Random;
namespace Creatures.Boxsack
{
public class BoxsackVitalReaction : MonoBehaviour, IVitalReaction
{
public Animation boxsackAnimation;
public List<AudioClip> hitSounds;
[Range(0f, 1f)]
public float hitSoundVolume;
public void Hit()
{
//Play animation
boxsackAnimation.Stop();
boxsackAnimation.Play("HitAnimation");
Random rnd = new Random((uint)DateTime.Now.Ticks);
AudioSource.PlayClipAtPoint(hitSounds[rnd.NextInt(0, hitSounds.Count)], transform.position, hitSoundVolume);
print("Boxsack Vital Reaction Hit");
}

View File

@ -8,10 +8,14 @@ public class PlayerMove : MonoBehaviour
CharacterController _controller;
private TrailRenderer _dashTrail;
public void initialize(CharacterController controller, TrailRenderer dashTrail)
private PlayerSound _playerSound;
private float _footstepTime = 0.3f;
public void initialize(CharacterController controller, TrailRenderer dashTrail, PlayerSound playerSound, float footstepTime)
{
_controller = controller;
_dashTrail = dashTrail;
_playerSound = playerSound;
_footstepTime = footstepTime;
}
public void ApplyMovement(Vector3 moveDir, Vector3 lookTarget, float moveSpeed)
@ -23,12 +27,19 @@ public void ApplyMovement(Vector3 moveDir, Vector3 lookTarget, float moveSpeed)
}
}
float _lastFootstepTime=0f;
Vector3 _lastMoveDir = Vector3.zero;
public Vector3 GetMoveDirection(Vector3 input, Transform cameraTransform)
{
Quaternion camRotation = Quaternion.Euler(0f, cameraTransform.rotation.eulerAngles.y, 0f);
input = camRotation * input;
if (input != Vector3.zero && _lastFootstepTime+_footstepTime < Time.time)
{
_lastFootstepTime = Time.time;
_playerSound.playFootStepSound();
}
_lastMoveDir = input;
return input;
}
@ -45,6 +56,7 @@ public void Dash(float dashTime, float dashCooldownTime, float dashSpeed, bool s
{
if (sprintPerformed && !attacking && !_dashing && _dashPossible)
{
_playerSound.playWooshSound();
StartCoroutine(DashCoroutine(dashTime, dashCooldownTime, dashSpeed));
}
}

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