Hopefully fixed audio issues fixed credits & title

This commit is contained in:
Melbyj1125
2022-05-05 22:39:55 -05:00
parent fe2116f7ec
commit 7f0b3d1269
14 changed files with 356 additions and 82 deletions

View File

@@ -396,7 +396,7 @@ public class AerialStateManager : NetworkBehaviour
AddImpact((GetWallJumpDirection()), pStats.JumpPow * 8.5f);
pStats.GravVel = pStats.JumpPow;
curJumpNum = 0;
jumpSound1.Play();
if(jumpSound1 != null) jumpSound1.Play();
}
else{
pStats.GravVel = pStats.JumpPow;
@@ -408,21 +408,21 @@ public class AerialStateManager : NetworkBehaviour
//add check here for spring?
if (curJumpNum == 0)
{
jumpSound1.Play();
if(jumpSound1 != null) jumpSound1.Play();
}
if (curJumpNum == 1)
{
jumpSound2.Play();
if(jumpSound2 != null) jumpSound2.Play();
}
if (curJumpNum == 2)
{
jumpSound3.Play();
if(jumpSound3 != null) jumpSound3.Play();
}
}
if(pStats.JumpPow > 60)
{
springJumpSound.Play();
if(springJumpSound != null) springJumpSound.Play();
}
@@ -630,7 +630,7 @@ public class AerialStateManager : NetworkBehaviour
{
//Debug.Log("Found Hook");
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
grappleSound.Play();
if(grappleSound != null) grappleSound.Play();
return true;
}
}

View File

@@ -36,6 +36,9 @@ public class AerialGrappleAirState : AerialBaseState
//Calculate the update y position for the hook
updatedYHookPoint = new Vector3(aSM.hookPoint.transform.position.x, aSM.hookPoint.transform.position.y - distanceBeneathHook, aSM.hookPoint.transform.position.z);
//Set Gravity to 0
aSM.pStats.GravVel = -1;
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState)

View File

@@ -347,7 +347,7 @@ public class MoveStateManager : NetworkBehaviour
//Actually move he player
moveController.Move(driftVel);
slideAudio.Play();
//slideAudio.Play();
}
//Camera and player rotation

View File

@@ -105,6 +105,6 @@ public class NitroStateManager : NetworkBehaviour
currentState = state;
animationManager.updateCurrentPriority();
currentState.EnterState(this, previousState);
boostSound.Play();
//if(boostSound != null) boostSound.Play();
}
}