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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SoundManager : MonoBehaviour
{
public AudioSource audioSource;
public bool isMainCharacter;
public AudioClip acAttention;
public AudioClip acReady;
public AudioClip acStart;
public AudioClip[] acTK;
//public AudioClip[] acTK2;
public AudioClip acPunch;
public AudioClip acKick;
public AudioClip acShout;
public Animator anim;
// public PlayManager playManager;
private float delayTime = 1f;
public PlayManager playManager;
// Start is called before the first frame update
void Start()
{
// isOnVoice = true;
audioSource = gameObject.GetComponent<AudioSource>();
if(gameObject.GetComponent<SetCameraTarget>() != null)
{
isMainCharacter = true;
}
playManager = GameObject.Find("PlayManager").GetComponent<PlayManager>();
}
void DividePoomSea()
{
if (isMainCharacter && playManager.divideState == PlayManager.DivideState.On)
{
playManager.Pause();
}
if (isMainCharacter && playManager.divideState == PlayManager.DivideState.Auto)
{
playManager.Pause();
Invoke("ResetSpeed", delayTime);
}
}
void ResetSpeed()
{
//if (playManager.isDividePlay)
//if (playManager.)
//{
playManager.Play();
//}
}
void AudioPlay_Attention()
{
if (isMainCharacter && playManager.currentSpeedIndex < 3)
{
audioSource.clip = acAttention;
audioSource.Play();
}
}
void AudioPlay_Ready()
{
if (isMainCharacter && playManager.currentSpeedIndex < 3)
{
audioSource.clip = acReady;
audioSource.Play();
}
}
void AudioPlay_TK(int poomseaIndex)
{
if (isMainCharacter && playManager.currentSpeedIndex < 3)
{
audioSource.clip = acTK[poomseaIndex];
audioSource.Play();
}
}
void AudioPlay_Start()
{
if (isMainCharacter && playManager.currentSpeedIndex < 3)
{
audioSource.clip = acStart;
audioSource.Play();
}
}
void AudioPlay_Punch()
{
if (isMainCharacter)
{
audioSource.clip = acPunch;
audioSource.Play();
}
}
void AudioPlay_Kick()
{
if (isMainCharacter)
{
audioSource.clip = acKick;
audioSource.Play();
}
}
void AudioPlay_Shout()
{
if (isMainCharacter)
{
audioSource.clip = acShout;
audioSource.Play();
}
}
}