Credits and Transition done #454
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@ -83,6 +83,9 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
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AudioHandler.audioClipHandlers["HO_bark"] = SHADE.Audio.CreateAudioClip("event:/Homeowner/homeowner_bark");
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SHADE.Audio.AttachAudioClipToObject(AudioHandler.audioClipHandlers["HO_bark"], GameObject.EntityId);
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AudioHandler.audioClipHandlers["HO_humming"] = SHADE.Audio.CreateAudioClip("event:/Homeowner/homeowner_humming");
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SHADE.Audio.AttachAudioClipToObject(AudioHandler.audioClipHandlers["HO_humming"], GameObject.EntityId);
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patrolPointPool = patrolPointParent.GetComponentsInChildren<Transform>();
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pppList = patrolPointPool.ToList<Transform>();
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transform = GetComponent<Transform>();
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@ -50,6 +50,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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animator.Play(ai.walkingAnim);
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AudioHandler.audioClipHandlers["HO_footsteps"].Play();
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AudioHandler.audioClipHandlers["HO_humming"].Play();
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footStepTimer = footStepInterval;
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@ -64,6 +65,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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public override void OnExit()
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{
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animator.Stop();
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AudioHandler.audioClipHandlers["HO_humming"].Stop(false);
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}
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public override void update()
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