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WeaponAudioManager.cs
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81 lines (70 loc) · 2.01 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum WeaponAudio { Fire, Reload, Melee, Ready, Bolt, Pump};
public class WeaponAudioManager : MonoBehaviour
{
[SerializeField] float volume = 0.1f;
[SerializeField] AudioClip fire;
[SerializeField] AudioClip reload;
[SerializeField] AudioClip melee;
[SerializeField] AudioClip ready;
[SerializeField] AudioClip bolt;
[SerializeField] AudioClip pump;
private AudioSource fireSource;
private AudioSource reloadSource;
private AudioSource meleeSource;
private AudioSource readySource;
private AudioSource boltSource;
private AudioSource pumpSource;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void Awake()
{
fireSource = AddAudio(fire);
reloadSource = AddAudio(reload);
meleeSource = AddAudio(melee);
readySource = AddAudio(ready);
boltSource = AddAudio(bolt);
pumpSource = AddAudio(pump);
}
private AudioSource AddAudio(AudioClip clip)
{
AudioSource source = gameObject.AddComponent<AudioSource>();
source.clip = clip;
source.loop = false;
source.playOnAwake = false;
source.volume = volume;
return source;
}
public void PlaySound(WeaponAudio sound)
{
switch (sound)
{
case WeaponAudio.Fire:
fireSource.Play();
break;
case WeaponAudio.Reload:
reloadSource.Play();
break;
case WeaponAudio.Melee:
meleeSource.Play();
break;
case WeaponAudio.Ready:
readySource.Play();
break;
case WeaponAudio.Bolt:
boltSource.Play();
break;
case WeaponAudio.Pump:
pumpSource.Play();
break;
}
}
}