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+ AudioSource[] orbAudioArr; + AudioSource orbSpawnAudio; void Start () { + orbAudioArr = GetComponents<AudioSource>(); + orbSpawnAudio = orbAudioArr[0]; + InvokeRepeating("Spawn", spawnTime, spawnTime); } @@ -40,12 +44,15 @@ public class PickupManager : MonoBehaviour // HANDLE MAX SPEED, DONT SPAWN SPEED ORB } if (random == 0){ + orbSpawnAudio.Play(); Instantiate(powerPickup, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation); } else if (random == 1){ + orbSpawnAudio.Play(); Instantiate(speedPickup, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation); } else if (random == 2 ){ + orbSpawnAudio.Play(); Instantiate(healthPickup, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation); } } diff --git a/Survival Shooter/Assets/Scripts/Pickup/Pickup.cs b/Survival Shooter/Assets/Scripts/Pickup/Pickup.cs index f92c87de8d1dd3c9671b9532c2d656a7b7598fe8..a0fd783c838fd17d89064d25832f48f02e82123d 100644 --- a/Survival Shooter/Assets/Scripts/Pickup/Pickup.cs +++ b/Survival Shooter/Assets/Scripts/Pickup/Pickup.cs @@ -14,6 +14,7 @@ public class Pickup : MonoBehaviour protected PlayerMovement playerMovement; public float delay = 30f; + // Start is called before the first frame update void Start() { @@ -21,6 +22,7 @@ public class Pickup : MonoBehaviour playerHealth = player.GetComponent <PlayerHealth> (); playerShooting = player.GetComponentInChildren <PlayerShooting> (); playerMovement = player.GetComponentInChildren <PlayerMovement> (); + StartCoroutine(SelfDestruct()); // enemyHealth = GetComponent<EnemyHealth>(); // anim = GetComponent <Animator> (); @@ -46,20 +48,20 @@ public class Pickup : MonoBehaviour if(playerInRange) { PickupManager.usedSpawnPoints.Remove(transform.position); - Debug.Log(transform.position); - switch (pickupType) { - case PickupType.Power: - playerShooting.powerOrb(); - break; - - case PickupType.Speed: - playerMovement.speedOrb(); - break; - - case PickupType.Health: - playerHealth.healthOrb(); - break; - } + // Debug.Log(transform.position); + switch (pickupType) { + case PickupType.Power: + playerShooting.powerOrb(); + break; + + case PickupType.Speed: + playerMovement.speedOrb(); + break; + + case PickupType.Health: + playerHealth.healthOrb(); + break; + } Destroy(gameObject,0f); } } diff --git a/Survival Shooter/Assets/Scripts/Player/PlayerHealth.cs b/Survival Shooter/Assets/Scripts/Player/PlayerHealth.cs index ea88dc8e7a787859b98396955c84a0f469ac38eb..abd3b5227bacc0813874b6438b334279f12bdf94 100644 --- a/Survival Shooter/Assets/Scripts/Player/PlayerHealth.cs +++ b/Survival Shooter/Assets/Scripts/Player/PlayerHealth.cs @@ -15,7 +15,10 @@ public class PlayerHealth : MonoBehaviour Animator anim; + + AudioSource[] playerAudioArr; AudioSource playerAudio; + AudioSource orbPickupAudio; PlayerMovement playerMovement; PlayerShooting playerShooting; bool isDead; @@ -25,7 +28,9 @@ public class PlayerHealth : MonoBehaviour void Awake() { anim = GetComponent<Animator>(); - playerAudio = GetComponent<AudioSource>(); + playerAudioArr = GetComponents<AudioSource>(); + playerAudio = playerAudioArr[0]; + orbPickupAudio = playerAudioArr[1]; playerMovement = GetComponent<PlayerMovement>(); playerShooting = GetComponentInChildren<PlayerShooting>(); @@ -83,6 +88,7 @@ public class PlayerHealth : MonoBehaviour } public void healthOrb(){ + orbPickupAudio.Play(); if (HPBarManager.maxHealth < 300){ currentHealth += 20; HPBarManager.health += 20; diff --git a/Survival Shooter/Assets/Scripts/Player/PlayerMovement.cs b/Survival Shooter/Assets/Scripts/Player/PlayerMovement.cs index fce43250e736f96cadda260784b08f2ae6ebb869..4a4bd3c7bf7964c1d77b032c9c2570b31872da94 100644 --- a/Survival Shooter/Assets/Scripts/Player/PlayerMovement.cs +++ b/Survival Shooter/Assets/Scripts/Player/PlayerMovement.cs @@ -10,11 +10,16 @@ public class PlayerMovement : MonoBehaviour int floorMask; float camRayLength = 100f; + AudioSource[] playerAudioArr; + AudioSource orbPickupAudio; + void Awake() { floorMask = LayerMask.GetMask("Floor"); anim = GetComponent <Animator> (); playerRigidbody = GetComponent<Rigidbody>(); speed = initialspeed; + playerAudioArr = GetComponents<AudioSource>(); + orbPickupAudio = playerAudioArr[1]; } void FixedUpdate() { @@ -53,6 +58,7 @@ public class PlayerMovement : MonoBehaviour } public void speedOrb(){ + orbPickupAudio.Play(); if (speed < 10f){ speed += 0.45f; SpeedManager.speed += 1f; diff --git a/Survival Shooter/Assets/Scripts/Player/PlayerShooting.cs b/Survival Shooter/Assets/Scripts/Player/PlayerShooting.cs index b2d3096f3834884139f930c17bb1f38617ef255a..b0f8ca5cf9483a87118ac62c4f5b159cf9da4740 100644 --- a/Survival Shooter/Assets/Scripts/Player/PlayerShooting.cs +++ b/Survival Shooter/Assets/Scripts/Player/PlayerShooting.cs @@ -19,6 +19,7 @@ public class PlayerShooting : MonoBehaviour AudioSource[] gunAudioArr; AudioSource gunAudio; AudioSource critAudio; + AudioSource orbPickupAudio; Light gunLight; float effectsDisplayTime = 0.2f; ObjectPooler objectPooler; @@ -36,6 +37,7 @@ public class PlayerShooting : MonoBehaviour gunAudioArr = GetComponents<AudioSource>(); gunAudio = gunAudioArr[0]; critAudio = gunAudioArr[1]; + orbPickupAudio = gunAudioArr[2]; gunLight = GetComponent<Light>(); critChance = 0; @@ -127,6 +129,7 @@ public class PlayerShooting : MonoBehaviour } public void powerOrb() { + orbPickupAudio.Play(); if (PowerManager.power < 10) { damagePerShot += 5;