Added the rest of the missing audio and fixed some lingering bugs and added a HP title for player and enemy health
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@@ -460,14 +460,6 @@ public class GMScript : MonoBehaviour
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}
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}
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if(partyHealth < 3)
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{
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//LOW HEALTH SOUND GOES GOES HERE
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//Gonna have to add some sloppy checking to get this to work properly without adding a new audiosource
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//Might just wanna add a new audio source
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//audioPlayer.PlayOneShot();
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}
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if(partyHealth <= 0 && gameover == false)
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{
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partyHealth = 0;
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@@ -492,7 +484,7 @@ public class GMScript : MonoBehaviour
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}
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if(enemyHealth <= 0 || victory == true)
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if((enemyHealth <= 0 || victory == true) && gameover == false)
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{
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enemyHealth = 0;
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@@ -834,8 +826,7 @@ public class GMScript : MonoBehaviour
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Animator hit = EnemyHit.transform.GetComponent<Animator>();
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//ABILITY AUDIO GOES HERE
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//audioPlayer.PlayOneShot();
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audioPlayer.PlayOneShot(SoundEffects[6]);
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yield return new WaitForSeconds(
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hit.GetCurrentAnimatorStateInfo(0).length * 2
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@@ -884,8 +875,8 @@ public class GMScript : MonoBehaviour
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Animator hit = Hit.transform.GetComponent<Animator>();
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//ABILITY AUDIO GOES HERE
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//audioPlayer.PlayOneShot();
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audioPlayer.PlayOneShot(SoundEffects[6]);
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yield return new WaitForSeconds(
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hit.GetCurrentAnimatorStateInfo(0).length * 2
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+hit.GetCurrentAnimatorStateInfo(0).normalizedTime);
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@@ -1237,10 +1228,9 @@ public class GMScript : MonoBehaviour
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display.SetActive(true);
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//DEFEAT SOUND GOES HERE
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//audioPlayer.PlayOneShot();
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audioPlayer.PlayOneShot(SoundEffects[8]);
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yield return new WaitForSeconds(3);
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yield return new WaitForSeconds(SoundEffects[8].length);
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display.SetActive(false);
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@@ -1254,10 +1244,9 @@ public class GMScript : MonoBehaviour
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display.SetActive(true);
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if(victory || enemyHealth > 0) WeakPointVictory.SetActive(true);
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//VICTORY SOUND GOES HERE
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//audioPlayer.PlayOneShot();
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audioPlayer.PlayOneShot(SoundEffects[7]);
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yield return new WaitForSeconds(3);
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yield return new WaitForSeconds(SoundEffects[7].length);
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display.SetActive(false);
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WeakPointVictory.SetActive(false);
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