Add boom audio for raygun
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becb920129
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8
Assets/Audio.meta
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8
Assets/Audio.meta
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folderAsset: yes
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Assets/Audio/iceball.ogg
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BIN
Assets/Audio/iceball.ogg
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Binary file not shown.
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Assets/Audio/iceball.ogg.meta
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Assets/Audio/iceball.ogg.meta
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fileFormatVersion: 2
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@ -567,6 +567,7 @@ GameObject:
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m_Layer: 0
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m_Layer: 0
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m_Name: Player
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m_Name: Player
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m_TagString: Untagged
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@ -659,8 +660,10 @@ MonoBehaviour:
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- {fileID: 1798037817325599949}
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- {fileID: 1798037817325599949}
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- {fileID: 4000144568201082722}
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- {fileID: 4000144568201082722}
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AudioSource: {fileID: 807298374566327907}
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RaygunAudio: {fileID: 8300000, guid: 39b92d54fd06ad1419e7fb833ec9d43a, type: 3}
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Pitch: 0
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Pitch: 0
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Yaw: 0
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Yaw: 0
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BodyYaw: 0
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BodyYaw: 0
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@ -678,6 +681,102 @@ MonoBehaviour:
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m_Bits: 256
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m_Bits: 256
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--- !u!82 &807298374566327907
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m_audioClip: {fileID: 0}
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m_PlayOnAwake: 1
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m_Volume: 1
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m_Pitch: 1
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m_PostInfinity: 2
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m_RotationOrder: 4
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reverbZoneMixCustomCurve:
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m_Curve:
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--- !u!1 &7391558913556166741
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--- !u!1 &7391558913556166741
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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@ -37,6 +37,10 @@ namespace NeonTea.Quakeball.Players {
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public ParticleSystem Splatter;
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public ParticleSystem Splatter;
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[Header("Audio")]
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public AudioSource AudioSource;
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public AudioClip RaygunAudio;
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[Header("Player rotation status")]
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[Header("Player rotation status")]
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/// <summary>The pitch of the player's head.</summary>
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/// <summary>The pitch of the player's head.</summary>
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public float Pitch;
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public float Pitch;
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@ -174,6 +178,8 @@ namespace NeonTea.Quakeball.Players {
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Laser Laser = LaserEffect.GetComponent<Laser>();
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Laser Laser = LaserEffect.GetComponent<Laser>();
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Laser.From = GunPoint;
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Laser.From = GunPoint;
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Laser.To = GunPoint + ShotDelta;
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Laser.To = GunPoint + ShotDelta;
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AudioSource.PlayOneShot(RaygunAudio);
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}
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}
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public void Hit() {
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public void Hit() {
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