Add impact sound to chain window
This commit is contained in:
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commit
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Assets/Scripts/Audio/ImpactSound.cs
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Assets/Scripts/Audio/ImpactSound.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace NeonTea.Quakeball.Audio {
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public class ImpactSound : MonoBehaviour {
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public AudioSource Source;
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public AudioClip[] Clips;
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public void PlayAt(Vector3 position) {
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transform.position = position;
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Source.PlayOneShot(GetRandomClip());
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}
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private AudioClip GetRandomClip() {
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return Clips[Random.Range(0, Clips.Length)];
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}
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}
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}
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@ -101,7 +101,6 @@ namespace NeonTea.Quakeball.Networking.Instances {
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} else if (packet is SpawnPckt) {
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SpawnPckt spawn = (SpawnPckt)packet;
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if (spawn.IsInitial) {
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Debug.Log("Got spawn!");
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if (spawn.PlayerId == LocalPlayer.Id) {
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HandlePlayerRespawn(spawn.PlayerId, spawn.Location);
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} else {
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@ -6,6 +6,7 @@ using NeonTea.Quakeball.Networking.Instances;
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using NeonTea.Quakeball.Combat;
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using NeonTea.Quakeball.Interface;
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using NeonTea.Quakeball.Animation;
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using NeonTea.Quakeball.Audio;
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namespace NeonTea.Quakeball.Players {
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/// <summary>The central glue class for players (both local and remote).</summary>
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@ -31,6 +32,7 @@ namespace NeonTea.Quakeball.Players {
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public Transform CameraRoot;
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public Transform BulletSourcePoint;
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public LayerMask BulletHitLayer;
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public LayerMask BulletPassLayer;
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public float Cooldown;
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[Header("Visuals")]
|
||||
@ -165,7 +167,7 @@ namespace NeonTea.Quakeball.Players {
|
||||
|
||||
Vector3 From = CameraRoot.position;
|
||||
Vector3 Direction = CameraRoot.forward;
|
||||
RaycastHit[] Hits = Physics.RaycastAll(From, Direction, 1000f, BulletHitLayer);
|
||||
RaycastHit[] Hits = Physics.RaycastAll(From, Direction, 1000f, BulletHitLayer | BulletPassLayer);
|
||||
System.Array.Sort(Hits, (a, b) => { return a.distance.CompareTo(b.distance); });
|
||||
foreach (RaycastHit Hit in Hits) {
|
||||
ShotDelta = Hit.point - GunPoint;
|
||||
@ -173,6 +175,13 @@ namespace NeonTea.Quakeball.Players {
|
||||
if (Player == this) {
|
||||
continue;
|
||||
}
|
||||
if (((1 << Hit.collider.gameObject.layer) & BulletPassLayer) != 0) {
|
||||
ImpactSound ImpactSound = Hit.collider.GetComponent<ImpactSound>();
|
||||
if (ImpactSound != null) {
|
||||
ImpactSound.PlayAt(Hit.point);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if (Player != null) {
|
||||
if (Net.Singleton.Instance is Server) {
|
||||
((Server)Net.Singleton.Instance).SendHit(NetId, Player.NetId);
|
||||
|
Loading…
Reference in New Issue
Block a user