diff --git a/Assets/Scripts/GMScript.cs b/Assets/Scripts/GMScript.cs index 1fbb6b3..76e4bdd 100644 --- a/Assets/Scripts/GMScript.cs +++ b/Assets/Scripts/GMScript.cs @@ -453,6 +453,14 @@ 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; @@ -819,8 +827,10 @@ public class GMScript : MonoBehaviour Animator hit = EnemyHit.transform.GetComponent(); + //ABILITY AUDIO GOES HERE + //audioPlayer.PlayOneShot(); + yield return new WaitForSeconds( - //DIFFERENT SOUND EFFECT FOR ABILITY MOVES hit.GetCurrentAnimatorStateInfo(0).length * 2 +hit.GetCurrentAnimatorStateInfo(0).normalizedTime); @@ -867,6 +877,8 @@ public class GMScript : MonoBehaviour Animator hit = Hit.transform.GetComponent(); + //ABILITY AUDIO GOES HERE + //audioPlayer.PlayOneShot(); yield return new WaitForSeconds( hit.GetCurrentAnimatorStateInfo(0).length * 2 +hit.GetCurrentAnimatorStateInfo(0).normalizedTime); @@ -1037,7 +1049,7 @@ public class GMScript : MonoBehaviour } - // ATTACKS ARE BLOCK IF SHIELD IS UP + // ATTACKS ARE BLOCKED IF SHIELD IS UP if(shield || enemyShield && (partyMember != Colours.White && partyMember != Colours.Grey @@ -1216,6 +1228,9 @@ public class GMScript : MonoBehaviour display.SetActive(true); + //DEFEAT SOUND GOES HERE + //audioPlayer.PlayOneShot(); + yield return new WaitForSeconds(3); display.SetActive(false); @@ -1230,6 +1245,9 @@ public class GMScript : MonoBehaviour display.SetActive(true); if(victory || enemyHealth > 0) WeakPointVictory.SetActive(true); + //VICTORY SOUND GOES HERE + //audioPlayer.PlayOneShot(); + yield return new WaitForSeconds(3); display.SetActive(false);