add win and game over music
This commit is contained in:
BIN
Assets/Resources/Audio/GameOver.wav
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Assets/Resources/Audio/GameOver.wav
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Assets/Resources/Audio/GameOver.wav.meta
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Assets/Resources/Audio/GameOver.wav.meta
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@@ -0,0 +1,22 @@
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BIN
Assets/Resources/Audio/Win.ogg
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BIN
Assets/Resources/Audio/Win.ogg
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Assets/Resources/Audio/Win.ogg.meta
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Assets/Resources/Audio/Win.ogg.meta
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@@ -167,6 +167,7 @@ MonoBehaviour:
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music: {fileID: 0}
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@@ -46993,7 +46994,7 @@ AudioSource:
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@@ -9,6 +9,7 @@ public class EventControls : MonoBehaviour
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{
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{
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[SerializeField] private Player player;
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[SerializeField] private Player player;
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[SerializeField] private Camera camera;
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[SerializeField] private Camera camera;
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[SerializeField] private GameObject music;
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[SerializeField] private List<Tile> tiles;
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[SerializeField] private List<Tile> tiles;
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[SerializeField] private List<Tile> successTiles;
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[SerializeField] private List<Tile> successTiles;
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[SerializeField] private List<Tile> failTiles;
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[SerializeField] private List<Tile> failTiles;
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@@ -159,6 +160,17 @@ public class EventControls : MonoBehaviour
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.GetValueOrDefault();
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.GetValueOrDefault();
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}
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}
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IEnumerator PlayVictoryMusic()
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{
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music = GameObject.Find("Music");
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var audioSrc = music.GetComponent<AudioSource>();
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audioSrc.Pause();
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SoundManagerScript.PlaySound("win");
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var clipSeconds = SoundManagerScript.audioSrc.clip.length;
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yield return new WaitForSeconds(clipSeconds);
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audioSrc.Play();
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}
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private void PerformControlEvent()
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private void PerformControlEvent()
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{
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{
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nextControlAccumalator = 0;
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nextControlAccumalator = 0;
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@@ -185,6 +197,7 @@ public class EventControls : MonoBehaviour
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// Destroy(currentEnemyCollider.gameObject);
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// Destroy(currentEnemyCollider.gameObject);
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// currentEnemyCollider = null;
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// currentEnemyCollider = null;
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hasFailed = false;
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hasFailed = false;
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StartCoroutine(PlayVictoryMusic());
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}
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}
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}
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}
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@@ -8,7 +8,7 @@ public class SoundManagerScript : MonoBehaviour
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public static AudioClip jumpSound, screamSound, wrongButtonSound,
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public static AudioClip jumpSound, screamSound, wrongButtonSound,
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bugLaughSound, drinkSound, eatSound, punchSound, hardPunchSound,
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bugLaughSound, drinkSound, eatSound, punchSound, hardPunchSound,
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slapSound, hardSlapSound, winSound;
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slapSound, hardSlapSound, winSound;
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static AudioSource audioSrc;
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public static AudioSource audioSrc;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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@@ -23,6 +23,7 @@ public class SoundManagerScript : MonoBehaviour
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hardPunchSound = Resources.Load<AudioClip>("Audio/HardPunch");
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hardPunchSound = Resources.Load<AudioClip>("Audio/HardPunch");
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slapSound = Resources.Load<AudioClip>("Audio/Slap");
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slapSound = Resources.Load<AudioClip>("Audio/Slap");
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hardSlapSound = Resources.Load<AudioClip>("Audio/HardSlap");
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hardSlapSound = Resources.Load<AudioClip>("Audio/HardSlap");
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winSound = Resources.Load<AudioClip>("Audio/Win");
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audioSrc = GetComponent<AudioSource>();
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audioSrc = GetComponent<AudioSource>();
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}
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}
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@@ -68,6 +69,7 @@ public class SoundManagerScript : MonoBehaviour
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audioSrc.PlayOneShot(hardSlapSound);
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audioSrc.PlayOneShot(hardSlapSound);
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break;
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break;
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case "win":
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case "win":
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audioSrc.clip = winSound;
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audioSrc.PlayOneShot(winSound);
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audioSrc.PlayOneShot(winSound);
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break;
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break;
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Block a user