Breath Sound et control

This commit is contained in:
max89max 2015-11-08 18:08:14 +01:00
parent b12ddfc647
commit 79e803559c
10 changed files with 255 additions and 139 deletions

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@ -31,6 +31,8 @@ namespace UnityStandardAssets.Characters.FirstPerson
[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
[SerializeField] private AudioClip m_RespireSound; // the sound played when character touches back on ground.
[SerializeField] private AudioClip m_NoStaminaSound; // the sound played when character touches back on ground.
private Camera m_Camera; private Camera m_Camera;
private bool m_Jump; private bool m_Jump;
@ -47,6 +49,7 @@ namespace UnityStandardAssets.Characters.FirstPerson
private float m_NextStep; private float m_NextStep;
private bool m_Jumping; private bool m_Jumping;
private AudioSource m_AudioSource; private AudioSource m_AudioSource;
private AudioSource m_AudioSourceChild;
private MilesStonesPARA currentMilestone; private MilesStonesPARA currentMilestone;
// Use this for initialization // Use this for initialization
@ -62,6 +65,7 @@ namespace UnityStandardAssets.Characters.FirstPerson
m_NextStep = m_StepCycle/2f; m_NextStep = m_StepCycle/2f;
m_Jumping = false; m_Jumping = false;
m_AudioSource = GetComponent<AudioSource>(); m_AudioSource = GetComponent<AudioSource>();
m_AudioSourceChild = GameObject.FindGameObjectWithTag("AudioSourceBreath").GetComponent<AudioSource>();
m_MouseLook.Init(transform , m_Camera.transform); m_MouseLook.Init(transform , m_Camera.transform);
} }
@ -99,7 +103,45 @@ namespace UnityStandardAssets.Characters.FirstPerson
m_NextStep = m_StepCycle + .5f; m_NextStep = m_StepCycle + .5f;
} }
private void PlayRespireSound()
{
bool changeSound;
if(Input.GetButton("StopRespire") && canSprint)
{
//Stopper la respiration et auguementer les sons
m_AudioSourceChild.volume -= 0.05f;
if(m_AudioSourceChild.volume <0)
m_AudioSourceChild.volume=0;
}
else
{
//Repiration sounds
m_AudioSourceChild.volume += 0.3f;
if(m_AudioSourceChild.volume >1)
m_AudioSourceChild.volume=1;
}
if(m_Stamina < 100)
{
if(m_AudioSourceChild.clip == m_NoStaminaSound)
changeSound=false;
else
changeSound=true;
m_AudioSourceChild.clip = m_NoStaminaSound;
}
else
{
if(m_AudioSourceChild.clip == m_RespireSound)
changeSound=false;
else
changeSound=true;
m_AudioSourceChild.clip = m_RespireSound;
}
if(changeSound || !m_AudioSourceChild.isPlaying)
m_AudioSourceChild.Play();
m_NextStep = m_StepCycle + .5f;
}
private void FixedUpdate() private void FixedUpdate()
{ {
float speed; float speed;
@ -116,6 +158,7 @@ namespace UnityStandardAssets.Characters.FirstPerson
m_MoveDir.x = desiredMove.x*speed; m_MoveDir.x = desiredMove.x*speed;
m_MoveDir.z = desiredMove.z*speed; m_MoveDir.z = desiredMove.z*speed;
PlayRespireSound();
//Actions joueur //Actions joueur
if(Input.GetButton("Briquet")) if(Input.GetButton("Briquet"))
{ {
@ -182,14 +225,6 @@ namespace UnityStandardAssets.Characters.FirstPerson
m_NbrAllumettes--; m_NbrAllumettes--;
DestroyObject(GameObject.FindGameObjectWithTag("Allumettes")); DestroyObject(GameObject.FindGameObjectWithTag("Allumettes"));
} }
if(Input.GetButton("StopRespire"))
//Stopper la respiration et auguementer les sons
print("yo2");
else
//Repiration sounds
print("yo3");
if (m_CharacterController.isGrounded) if (m_CharacterController.isGrounded)
{ {
m_MoveDir.y = -m_StickToGroundForce; m_MoveDir.y = -m_StickToGroundForce;
@ -293,7 +328,7 @@ namespace UnityStandardAssets.Characters.FirstPerson
// keep track of whether or not the character is walking or running // keep track of whether or not the character is walking or running
m_IsWalking = !CrossPlatformInputManager.GetButton("Course"); m_IsWalking = !CrossPlatformInputManager.GetButton("Course");
//Si le joueur marche. Il reprend de l'énergie //Si le joueur marche. Il reprend de l'énergie
if(m_IsWalking) if(m_IsWalking && !Input.GetButton("StopRespire"))
{ {
m_Stamina += 5; m_Stamina += 5;
if(m_Stamina >= 500) if(m_Stamina >= 500)
@ -302,7 +337,7 @@ namespace UnityStandardAssets.Characters.FirstPerson
m_Stamina = 1000; m_Stamina = 1000;
} }
//Sinon il court, mais il perd de l'énergie //Sinon il court, mais il perd de l'énergie
else else if(!m_IsWalking || Input.GetButton("StopRespire"))
{ {
m_Stamina -= 10; m_Stamina -= 10;
if(m_Stamina < 0) if(m_Stamina < 0)

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serializedVersion: 6
defaultSettings:
loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
platformSettingOverrides: {}
forceToMono: 0
normalize: 1
preloadAudioData: 1
loadInBackground: 0
3D: 1
userData:
assetBundleName:
assetBundleVariant:

View File

@ -235,7 +235,7 @@ InputManager:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: joystick button 9 positiveButton: joystick button 9
altNegativeButton: space altNegativeButton: c
altPositiveButton: altPositiveButton:
gravity: 1000 gravity: 1000
dead: .00100000005 dead: .00100000005

View File

@ -5,6 +5,10 @@ TagManager:
serializedVersion: 2 serializedVersion: 2
tags: tags:
- Trap - Trap
- Briquet
- MilesStones
- Allumettes
- AudioSourceBreath
layers: layers:
- Default - Default
- TransparentFX - TransparentFX