Fix hit sounds

This commit is contained in:
Jens Pitkänen 2020-08-08 10:34:09 +03:00
parent 38344706f3
commit d2a085f696
2 changed files with 7 additions and 133 deletions

View File

@ -257,133 +257,6 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
Speed: 10
--- !u!1 &5718736892961115305
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 909379341251156422}
- component: {fileID: 9108451331173124187}
m_Layer: 0
m_Name: LocalHitSfx
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &909379341251156422
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5718736892961115305}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0.75, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 7391558912774766616}
m_RootOrder: 6
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!82 &9108451331173124187
AudioSource:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5718736892961115305}
m_Enabled: 1
serializedVersion: 4
OutputAudioMixerGroup: {fileID: 6277318630853483794, guid: ff7bf5284859d9f45a64971a67bb173a, type: 2}
m_audioClip: {fileID: 8300000, guid: e0e4bdf456a98d245a95bfcf948dc377, type: 3}
m_PlayOnAwake: 0
m_Volume: 1
m_Pitch: 1
Loop: 0
Mute: 0
Spatialize: 0
SpatializePostEffects: 0
Priority: 128
DopplerLevel: 1
MinDistance: 1
MaxDistance: 500
Pan2D: 0
rolloffMode: 0
BypassEffects: 0
BypassListenerEffects: 0
BypassReverbZones: 0
rolloffCustomCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 1
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
panLevelCustomCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
spreadCustomCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
reverbZoneMixCustomCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
--- !u!1 &6951373490603822597
GameObject:
m_ObjectHideFlags: 0
@ -427,14 +300,14 @@ AudioSource:
OutputAudioMixerGroup: {fileID: -1410552352759146441, guid: ff7bf5284859d9f45a64971a67bb173a, type: 2}
m_audioClip: {fileID: 0}
m_PlayOnAwake: 0
m_Volume: 1
m_Volume: 0.5
m_Pitch: 1
Loop: 0
Mute: 0
Spatialize: 0
SpatializePostEffects: 0
Priority: 128
DopplerLevel: 1
DopplerLevel: 0
MinDistance: 1
MaxDistance: 1000
Pan2D: 0
@ -846,7 +719,6 @@ Transform:
- {fileID: 7391558912167870012}
- {fileID: 4833458671639168932}
- {fileID: 5158433773336955785}
- {fileID: 909379341251156422}
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@ -922,7 +794,7 @@ MonoBehaviour:
GunShotAudioSource: {fileID: 3686721060470342146}
RaygunClip: {fileID: 8300000, guid: 39b92d54fd06ad1419e7fb833ec9d43a, type: 3}
HitAudioSource: {fileID: 8513157977701802929}
LocalHitAudioSource: {fileID: 9108451331173124187}
LocalHitAudioSource: {fileID: 8513157977701802929}
Pitch: 0
Yaw: 0
BodyYaw: 0
@ -1224,7 +1096,7 @@ AudioSource:
Spatialize: 0
SpatializePostEffects: 0
Priority: 128
DopplerLevel: 1
DopplerLevel: 0
MinDistance: 1
MaxDistance: 500
Pan2D: 0

View File

@ -207,7 +207,9 @@ namespace NeonTea.Quakeball.Players {
Debug.Log("I was hit! Aaagh!");
Splatter.Play();
HitAudioSource.Play();
LocalHitAudioSource.Play();
if (IsLocal) {
Net.Singleton.Instance.LocalPlayer.Controlled.LocalHitAudioSource.Play();
}
}
public bool IsGrounded() {