add win and game over music

This commit is contained in:
chyknkat
2020-02-02 11:32:55 -05:00
parent 7cd3f2083d
commit 134bf02055
7 changed files with 141 additions and 81 deletions

View File

@@ -9,6 +9,7 @@ public class EventControls : MonoBehaviour
{
[SerializeField] private Player player;
[SerializeField] private Camera camera;
[SerializeField] private GameObject music;
[SerializeField] private List<Tile> tiles;
[SerializeField] private List<Tile> successTiles;
[SerializeField] private List<Tile> failTiles;
@@ -159,6 +160,17 @@ public class EventControls : MonoBehaviour
.GetValueOrDefault();
}
IEnumerator PlayVictoryMusic()
{
music = GameObject.Find("Music");
var audioSrc = music.GetComponent<AudioSource>();
audioSrc.Pause();
SoundManagerScript.PlaySound("win");
var clipSeconds = SoundManagerScript.audioSrc.clip.length;
yield return new WaitForSeconds(clipSeconds);
audioSrc.Play();
}
private void PerformControlEvent()
{
nextControlAccumalator = 0;
@@ -185,6 +197,7 @@ public class EventControls : MonoBehaviour
// Destroy(currentEnemyCollider.gameObject);
// currentEnemyCollider = null;
hasFailed = false;
StartCoroutine(PlayVictoryMusic());
}
}

View File

@@ -8,7 +8,7 @@ public class SoundManagerScript : MonoBehaviour
public static AudioClip jumpSound, screamSound, wrongButtonSound,
bugLaughSound, drinkSound, eatSound, punchSound, hardPunchSound,
slapSound, hardSlapSound, winSound;
static AudioSource audioSrc;
public static AudioSource audioSrc;
// Start is called before the first frame update
void Start()
@@ -23,6 +23,7 @@ public class SoundManagerScript : MonoBehaviour
hardPunchSound = Resources.Load<AudioClip>("Audio/HardPunch");
slapSound = Resources.Load<AudioClip>("Audio/Slap");
hardSlapSound = Resources.Load<AudioClip>("Audio/HardSlap");
winSound = Resources.Load<AudioClip>("Audio/Win");
audioSrc = GetComponent<AudioSource>();
}
@@ -68,6 +69,7 @@ public class SoundManagerScript : MonoBehaviour
audioSrc.PlayOneShot(hardSlapSound);
break;
case "win":
audioSrc.clip = winSound;
audioSrc.PlayOneShot(winSound);
break;