Implemented as much audio as I could given the drafts/snippets of audio I've been given by Andrew
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@@ -47,6 +47,8 @@ public class GMScript : MonoBehaviour
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public Sprite[] Symbols;
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public AudioClip[] SoundEffects;
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private bool partyRedo = false;
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private bool cursorLock = false;
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private bool noRepeat = true;
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@@ -73,6 +75,8 @@ public class GMScript : MonoBehaviour
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private ShakeScript shake;
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private AudioSource audioPlayer;
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enum Colours {
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Red, Brown, Orange,
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Amber, Yellow, Lime,
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@@ -92,6 +96,9 @@ public class GMScript : MonoBehaviour
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partyHealth = 8;
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level = PlayerPrefs.GetInt("Level");
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shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent<ShakeScript>();
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audioPlayer = this.GetComponent<AudioSource>();
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GameObject.FindGameObjectWithTag("Music").GetComponent<MusicScript>().PlayMusic();
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if(PlayerPrefs.GetInt("GameMode") == 0 ||
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PlayerPrefs.GetInt("GameMode") == 2)
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@@ -343,6 +350,9 @@ public class GMScript : MonoBehaviour
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if(hit.collider.gameObject.tag == "Party")
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{
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audioPlayer.PlayOneShot(SoundEffects[0]);
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CheckParty(hit.collider.gameObject);
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if(noRepeat)
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@@ -358,6 +368,8 @@ public class GMScript : MonoBehaviour
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if(hit.collider.gameObject.tag == "Attack" && PartyMemberOrder[0] != null)
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{
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audioPlayer.PlayOneShot(SoundEffects[1]);
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cursorLock = true;
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StartCoroutine(AttackParty(robotColour));
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@@ -429,6 +441,7 @@ public class GMScript : MonoBehaviour
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if(hit.collider.gameObject.tag == "Back")
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{
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audioPlayer.PlayOneShot(SoundEffects[1]);
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SceneManager.LoadScene("Mode Select Scene");
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}
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}
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@@ -567,6 +580,8 @@ public class GMScript : MonoBehaviour
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Animator attack = PartyMembers[OrderNumbers[i]-1].transform.GetComponent<Animator>();
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attack.SetTrigger("AttackTrigger");
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audioPlayer.PlayOneShot(SoundEffects[2]);
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yield return new WaitForSeconds(
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attack.GetCurrentAnimatorStateInfo(0).length
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+attack.GetCurrentAnimatorStateInfo(0).normalizedTime);
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@@ -674,6 +689,7 @@ public class GMScript : MonoBehaviour
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Animator hit = Hit.transform.GetComponent<Animator>();
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shake.camShake();
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audioPlayer.PlayOneShot(SoundEffects[3]);
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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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@@ -719,6 +735,7 @@ public class GMScript : MonoBehaviour
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Animator hit = EnemyHit.transform.GetComponent<Animator>();
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yield return new WaitForSeconds(
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//DIFFERENT SOUND EFFECT FOR ABILITY MOVES
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hit.GetCurrentAnimatorStateInfo(0).length * 2
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+hit.GetCurrentAnimatorStateInfo(0).normalizedTime);
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@@ -799,6 +816,7 @@ public class GMScript : MonoBehaviour
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Animator hit = EnemyHit.transform.GetComponent<Animator>();
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shake.camShake();
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audioPlayer.PlayOneShot(SoundEffects[3]);
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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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@@ -1048,11 +1066,16 @@ public class GMScript : MonoBehaviour
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if((shield || enemyShield) &&
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(displayColour != Colours.White
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&& displayColour != Colours.Grey
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&& displayColour != Colours.Black)) ShieldHit.SetActive(true);
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&& displayColour != Colours.Black))
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{
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audioPlayer.PlayOneShot(SoundEffects[5]);
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ShieldHit.SetActive(true);
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}
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if(weakPointHit)
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{
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weakPointHit = false;
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audioPlayer.PlayOneShot(SoundEffects[4]);
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WeakPointHit.SetActive(true);
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}
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@@ -1064,6 +1087,7 @@ public class GMScript : MonoBehaviour
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Animator enemyAttackAnim = EnemyParts[arm].transform.GetComponent<Animator>();
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enemyAttackAnim.SetTrigger("AttackTrigger");
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audioPlayer.PlayOneShot(SoundEffects[2]);
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yield return new WaitForSeconds(
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enemyAttackAnim.GetCurrentAnimatorStateInfo(0).length
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+enemyAttackAnim.GetCurrentAnimatorStateInfo(0).normalizedTime);
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