From b6d889a18a549012e561507326989fed9b877e95 Mon Sep 17 00:00:00 2001 From: Yann Dupont 01 Date: Sun, 3 Apr 2022 17:46:13 -0400 Subject: [PATCH] Entities SFX --- Assets/Prefabs/Audio Source 3D.prefab | 129 +++++++++++ Assets/Prefabs/Audio Source 3D.prefab.meta | 7 + Assets/Prefabs/Big Knight Variant.prefab | 32 +++ Assets/Prefabs/Gladiator.prefab | 255 ++++++++++++++++++++ Assets/Prefabs/Goblin Variant.prefab | 24 ++ Assets/Prefabs/Monster.prefab | 257 +++++++++++++++++++++ Assets/Prefabs/SceneStuff.prefab | 54 ++++- Assets/Prefabs/Vampire.prefab | 184 +++++++++++++++ Assets/Scripts/AIEntity.cs | 13 +- Assets/Scripts/Entity.cs | 63 ++--- Assets/Scripts/SoundManager.cs | 4 +- Assets/Scripts/VampireEntity.cs | 2 +- 12 files changed, 978 insertions(+), 46 deletions(-) create mode 100644 Assets/Prefabs/Audio Source 3D.prefab create mode 100644 Assets/Prefabs/Audio Source 3D.prefab.meta diff --git a/Assets/Prefabs/Audio Source 3D.prefab b/Assets/Prefabs/Audio Source 3D.prefab new file mode 100644 index 0000000..62795a2 --- /dev/null +++ b/Assets/Prefabs/Audio Source 3D.prefab @@ -0,0 +1,129 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &6915619910278317271 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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override public bool TakeDamage(float amount, Entity other) { + override public bool TakeDamage(float amount, Entity other, bool sound=true) { //TODO Should we warn if target is null here? if (target != null && target.GetComponent() is { }) target = other.transform; - return base.TakeDamage(amount, other); + return base.TakeDamage(amount, other, sound); } #region Flip @@ -253,8 +258,6 @@ public class AIEntity : Entity { } public override void EnterState() { - entity.soundManager.PlaySound(entity.attackSource, entity.attackSounds, randomPitch: true, createTempSourceIfBusy: true); - entity.animator.Play("Attack"); } public override BaseState? UpdateState() { @@ -281,6 +284,8 @@ public class AIEntity : Entity { private BaseState? Attack() { Entity targetEntity = entity.target.GetComponent(); if (targetEntity != null) { + entity.animator.Play("Attack"); + entity.soundManager.PlaySound(entity.attackSource, entity.attackSounds, randomPitch: true, createTempSourceIfBusy: true); targetEntity.TakeDamage(entity.attackDmg, entity); bool isTargetAlive = targetEntity.IsAlive(); if (!isTargetAlive) { diff --git a/Assets/Scripts/Entity.cs b/Assets/Scripts/Entity.cs index 525a04d..7883a98 100644 --- a/Assets/Scripts/Entity.cs +++ b/Assets/Scripts/Entity.cs @@ -7,22 +7,23 @@ using UnityEngine; [RequireComponent(typeof(Rigidbody2D))] public class Entity : MonoBehaviour { - [Flags] - public enum EntityFlag { - Vampire = 0, - Monster = 1, - Gladiator = 2, - } + [Flags] + public enum EntityFlag { + Vampire = 0, + Monster = 1, + Gladiator = 2, + } - public Arena arena = null!; - - [SerializeField] [Required] + public Arena arena = null!; + + [SerializeField] + [Required] public GameFlowManager gameFlowManager = null!; [field: SerializeField] public float Health { get; private set; } [Min(10f)] protected float initialHealth; - [SerializeField] [Required] protected HealthBar healthBar; + [SerializeField][Required] protected HealthBar healthBar; bool isAlive = true; public int bloodTokens = 1; [field: SerializeField] public float movementSpeed { get; private set; } @@ -37,7 +38,7 @@ public class Entity : MonoBehaviour { public Vector3 direction { get; set; } public Rigidbody2D rb { get; private set; } = null!; public new Collider2D collider { get; private set; } = null!; - [field: SerializeField] [field: Required]public new SpriteRenderer renderer { get; private set; } + [field: SerializeField][field: Required] public new SpriteRenderer renderer { get; private set; } [SerializeField] GameObject halo; [SerializeField] protected Color deadColor = Color.red; [SerializeField] protected Color emptyColor = Color.grey; @@ -46,12 +47,10 @@ public class Entity : MonoBehaviour { [HideInInspector] public SoundManager soundManager; [SerializeField] protected AudioSource hurtSource; [SerializeField] protected AudioSource deathSource; - [SerializeField] protected AudioSource attackSource; [SerializeField] protected AudioClip[] hurtSounds; [SerializeField] protected AudioClip[] deathSounds; - [SerializeField] protected AudioClip[] attackSounds; - virtual protected void Awake(){ + virtual protected void Awake() { rb = GetComponent(); collider = GetComponent(); animator = GetComponentInChildren(); @@ -59,9 +58,9 @@ public class Entity : MonoBehaviour { } protected virtual void Start() { - if (direction == Vector3.zero && !(this is VampireEntity)) - Debug.LogWarning("Entity had null direction."); - gameFlowManager.stateChanged += OnGameFlowStateChanged; + if (direction == Vector3.zero && !(this is VampireEntity)) + Debug.LogWarning("Entity had null direction."); + gameFlowManager.stateChanged += OnGameFlowStateChanged; attackTimer = attackCooldown; initialHealth = Health; @@ -72,7 +71,7 @@ public class Entity : MonoBehaviour { protected virtual void Update() { } - protected virtual void FixedUpdate() {} + protected virtual void FixedUpdate() { } protected void OnDestroy() => gameFlowManager.stateChanged -= OnGameFlowStateChanged; @@ -94,7 +93,7 @@ public class Entity : MonoBehaviour { } //Apply damage to the entity, returns true if it is still alive - public virtual bool TakeDamage(float amount, Entity other) { + public virtual bool TakeDamage(float amount, Entity other, bool sound = true) { Health -= amount; healthBar.SetHealthFraction(Health / initialHealth); @@ -103,7 +102,9 @@ public class Entity : MonoBehaviour { return false; } - soundManager.PlaySound(hurtSource, hurtSounds, randomPitch:true, createTempSourceIfBusy:true); + if (sound) { + soundManager.PlaySound(hurtSource, hurtSounds, randomPitch: true, createTempSourceIfBusy: true); + } return true; } @@ -111,14 +112,14 @@ public class Entity : MonoBehaviour { Health += amount; healthBar.SetHealthFraction(Health / initialHealth); - if(Health > initialHealth) { + if (Health > initialHealth) { Health = initialHealth; } } protected bool IsInAttackRange() { float distance = Vector2.Distance(transform.position, target.position); - return distance <= attackRange; + return distance <= attackRange; } protected bool IsLookingAtTarget() { @@ -133,33 +134,33 @@ public class Entity : MonoBehaviour { protected virtual void OnDied() { soundManager.PlaySound(deathSource, deathSounds, randomPitch: true, createTempSourceIfBusy: true); isAlive = false; - if(!(collider is null)){ + if (!(collider is null)) { collider.isTrigger = true; } - if(!(rb is null)){ + if (!(rb is null)) { rb.isKinematic = true; rb.velocity = Vector2.zero; } healthBar.gameObject.SetActive(false); - if(bloodTokens > 0){ + if (bloodTokens > 0) { renderer.color = deadColor; renderer.sortingOrder = -1; - }else{ + } else { renderer.color = emptyColor; renderer.sortingOrder = -2; } } - protected virtual void OnEmpty(){ + protected virtual void OnEmpty() { renderer.color = emptyColor; renderer.sortingOrder = -2; } - public void OnSuck(bool val){ + public void OnSuck(bool val) { beingSucked = val; } - public bool IsBeingSucked(){ + public bool IsBeingSucked() { return beingSucked; } public void EnableHalo() { @@ -171,7 +172,7 @@ public class Entity : MonoBehaviour { } void OnGameFlowStateChanged(BaseState newState) { - if (gameFlowManager.pauseLevel >= GameFlowManager.PauseLevel.NothingMoves) - rb.velocity = Vector2.zero; + if (gameFlowManager.pauseLevel >= GameFlowManager.PauseLevel.NothingMoves) + rb.velocity = Vector2.zero; } } diff --git a/Assets/Scripts/SoundManager.cs b/Assets/Scripts/SoundManager.cs index 566fa0d..c5439c5 100644 --- a/Assets/Scripts/SoundManager.cs +++ b/Assets/Scripts/SoundManager.cs @@ -59,9 +59,11 @@ public class SoundManager : MonoBehaviour { } IEnumerator CreateTempSource(AudioSource refSource, float delay=0f) { - AudioSource newSource = gameObject.AddComponent(); + AudioSource newSource = refSource.gameObject.AddComponent(); newSource.volume = refSource.volume; newSource.clip = refSource.clip; + newSource.spatialize = refSource.spatialize; + newSource.spatialBlend = refSource.spatialBlend; PlaySound(newSource, delay:delay); diff --git a/Assets/Scripts/VampireEntity.cs b/Assets/Scripts/VampireEntity.cs index f5159be..e03fb60 100644 --- a/Assets/Scripts/VampireEntity.cs +++ b/Assets/Scripts/VampireEntity.cs @@ -24,7 +24,7 @@ public class VampireEntity : Entity { base.Update(); if (gameFlowManager.CanDoAction) - TakeDamage(playerStats.bloodLossRate * Time.deltaTime, this); + TakeDamage(playerStats.bloodLossRate * Time.deltaTime, this, sound:false); } // public override void TakeDamage(float amount) {