Added the rest of the missing audio and fixed some lingering bugs and added a HP title for player and enemy health

This commit is contained in:
Gregory Campbell
2020-08-10 23:35:51 -04:00
parent 12d4484956
commit 738806551d
13 changed files with 344 additions and 25 deletions
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@@ -460,14 +460,6 @@ public class GMScript : MonoBehaviour
}
}
if(partyHealth < 3)
{
//LOW HEALTH SOUND GOES GOES HERE
//Gonna have to add some sloppy checking to get this to work properly without adding a new audiosource
//Might just wanna add a new audio source
//audioPlayer.PlayOneShot();
}
if(partyHealth <= 0 && gameover == false)
{
partyHealth = 0;
@@ -492,7 +484,7 @@ public class GMScript : MonoBehaviour
}
if(enemyHealth <= 0 || victory == true)
if((enemyHealth <= 0 || victory == true) && gameover == false)
{
enemyHealth = 0;
@@ -834,8 +826,7 @@ public class GMScript : MonoBehaviour
Animator hit = EnemyHit.transform.GetComponent<Animator>();
//ABILITY AUDIO GOES HERE
//audioPlayer.PlayOneShot();
audioPlayer.PlayOneShot(SoundEffects[6]);
yield return new WaitForSeconds(
hit.GetCurrentAnimatorStateInfo(0).length * 2
@@ -884,8 +875,8 @@ public class GMScript : MonoBehaviour
Animator hit = Hit.transform.GetComponent<Animator>();
//ABILITY AUDIO GOES HERE
//audioPlayer.PlayOneShot();
audioPlayer.PlayOneShot(SoundEffects[6]);
yield return new WaitForSeconds(
hit.GetCurrentAnimatorStateInfo(0).length * 2
+hit.GetCurrentAnimatorStateInfo(0).normalizedTime);
@@ -1237,10 +1228,9 @@ public class GMScript : MonoBehaviour
display.SetActive(true);
//DEFEAT SOUND GOES HERE
//audioPlayer.PlayOneShot();
audioPlayer.PlayOneShot(SoundEffects[8]);
yield return new WaitForSeconds(3);
yield return new WaitForSeconds(SoundEffects[8].length);
display.SetActive(false);
@@ -1254,10 +1244,9 @@ public class GMScript : MonoBehaviour
display.SetActive(true);
if(victory || enemyHealth > 0) WeakPointVictory.SetActive(true);
//VICTORY SOUND GOES HERE
//audioPlayer.PlayOneShot();
audioPlayer.PlayOneShot(SoundEffects[7]);
yield return new WaitForSeconds(3);
yield return new WaitForSeconds(SoundEffects[7].length);
display.SetActive(false);
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