Added particle and bug fixes #437
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@ -88,6 +88,8 @@ public class GameManager : Script
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Input.SetMouseCentering(true);
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Input.SetMouseCentering(true);
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Application.IsCursorVisible = false;
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Application.IsCursorVisible = false;
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Application.FixDeltaTime = Time.DefaultFixDeltaTime;
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Application.FixDeltaTime = Time.DefaultFixDeltaTime;
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AudioHandler.audioClipHandlers["SFXItemScore"] = Audio.CreateAudioClip("event:/Music/stingers/item_scored");
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}
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}
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protected override void start()
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protected override void start()
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@ -244,6 +246,9 @@ public class GameManager : Script
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if (currMultiplierCombo < maxMultiplierCombo)
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if (currMultiplierCombo < maxMultiplierCombo)
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currMultiplierCombo += 1;
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currMultiplierCombo += 1;
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Audio.SetParameter("Multiplier", currMultiplierCombo);
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AudioHandler.audioClipHandlers["SFXItemScore"].Play();
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MultiplierTextFx fx = multiplierText.GetScript<MultiplierTextFx>();
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MultiplierTextFx fx = multiplierText.GetScript<MultiplierTextFx>();
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if (fx)
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if (fx)
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{
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{
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@ -6,14 +6,12 @@ public class ScoringZone : Script
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protected override void awake()
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protected override void awake()
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{
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{
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AudioHandler.audioClipHandlers["SFXItemScore"] = Audio.CreateAudioClip("event:/Music/stingers/item_scored");
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}
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}
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protected override void onTriggerEnter(CollisionInfo info)
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protected override void onTriggerEnter(CollisionInfo info)
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{
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{
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if (GameManager.Instance && info.GameObject.GetScript<Item>() && info.GameObject.IsActiveSelf && !info.GameObject.GetComponent<Collider>().GetCollisionShape(0).IsTrigger )
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if (GameManager.Instance && info.GameObject.GetScript<Item>() && info.GameObject.IsActiveSelf && !info.GameObject.GetComponent<Collider>().GetCollisionShape(0).IsTrigger )
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{
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{
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AudioHandler.audioClipHandlers["SFXItemScore"].Play();
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GameManager.Instance.Score += info.GameObject.GetScript<Item>().Score * GameManager.Instance.currMultiplierCombo;
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GameManager.Instance.Score += info.GameObject.GetScript<Item>().Score * GameManager.Instance.currMultiplierCombo;
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GameManager.Instance.ItemScored();
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GameManager.Instance.ItemScored();
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info.GameObject.SetActive(false);
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info.GameObject.SetActive(false);
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