- remove ambient lighting - add alert sound
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Build project / Build for (StandaloneLinux64, 6000.0.37f1) (push) Successful in 1h9m47s
Build project / Build for (StandaloneWindows64, 6000.0.37f1) (push) Successful in 22m28s
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|
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private Color defaultColor;
|
private Color defaultColor;
|
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private float defaultIntensity;
|
private float defaultIntensity;
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public float fadeDuration = 0.5f;
|
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|
[SerializeField] public AudioClip soundClip;
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|
private AudioSource loopingSound;
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|
|
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void Start()
|
void Start()
|
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{
|
{
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@ -18,6 +20,12 @@ public class CeilingLightController : MonoBehaviour
|
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ceilingLight.color = Color.red;
|
ceilingLight.color = Color.red;
|
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ceilingLight.intensity = 0;
|
ceilingLight.intensity = 0;
|
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fadeCoroutine = StartCoroutine(FadeInOut());
|
fadeCoroutine = StartCoroutine(FadeInOut());
|
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|
|
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|
// Start looping sound
|
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|
if (SoundFXManager.instance != null && soundClip != null)
|
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|
{
|
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|
loopingSound = SoundFXManager.instance.PlayLoopingSound(soundClip, transform, 0.01f);
|
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|
}
|
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}
|
}
|
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|
|
||||||
IEnumerator FadeInOut()
|
IEnumerator FadeInOut()
|
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@ -57,5 +65,12 @@ public class CeilingLightController : MonoBehaviour
|
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isFading = false;
|
isFading = false;
|
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ceilingLight.color = defaultColor;
|
ceilingLight.color = defaultColor;
|
||||||
ceilingLight.intensity = defaultIntensity;
|
ceilingLight.intensity = defaultIntensity;
|
||||||
|
|
||||||
|
// Stop looping sound
|
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|
if (SoundFXManager.instance != null && loopingSound != null)
|
||||||
|
{
|
||||||
|
SoundFXManager.instance.StopLoopingSound(loopingSound);
|
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|
loopingSound = null;
|
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|
}
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}
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}
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}
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}
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BIN
Assets/Sounds/Clips/alert_sound.mp3
Normal file
BIN
Assets/Sounds/Clips/alert_sound.mp3
Normal file
Binary file not shown.
23
Assets/Sounds/Clips/alert_sound.mp3.meta
Normal file
23
Assets/Sounds/Clips/alert_sound.mp3.meta
Normal file
@ -0,0 +1,23 @@
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assetBundleName:
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@ -37,4 +37,25 @@ public class SoundFXManager : MonoBehaviour
|
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Destroy(audioSource.gameObject, clipLength);
|
Destroy(audioSource.gameObject, clipLength);
|
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|
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}
|
}
|
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|
public AudioSource PlayLoopingSound(AudioClip clip, Transform spawnPosition, float volume)
|
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|
{
|
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|
// Instantiate and configure audio source
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|
AudioSource audioSource = Instantiate(soundFXObject, spawnPosition.position, Quaternion.identity);
|
||||||
|
audioSource.clip = clip;
|
||||||
|
audioSource.volume = volume;
|
||||||
|
audioSource.loop = true; // Enable looping
|
||||||
|
audioSource.Play();
|
||||||
|
|
||||||
|
return audioSource;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StopLoopingSound(AudioSource audioSource)
|
||||||
|
{
|
||||||
|
if (audioSource != null)
|
||||||
|
{
|
||||||
|
audioSource.Stop();
|
||||||
|
Destroy(audioSource.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user