Danro/Assets/Scripts/Animations/PlayerAnimationEvents.cs

34 lines
1010 B
C#

using RR.Common.Managers;
using RR.Game2D.Behaviour;
using RR.Game2D.Core.Managers;
using UnityEngine;
public class PlayerAnimationEvents : MonoBehaviour
{
[SerializeField] private AudioClip deathSound;
private PlayerController _controller;
private Rigidbody2D _rb;
private void Awake()
{
_controller = GetComponent<PlayerController>();
_rb = GetComponent<Rigidbody2D>();
}
public void OnDeathEnd()
{
Animator animator = GetComponent<Animator>();
animator.ResetTrigger("Death");
gameObject.layer = LayerMask.NameToLayer("Default");
_rb.constraints = RigidbodyConstraints2D.FreezeRotation;
GameManager.Instance.RespawnPlayer();
}
public void PlaySfx(AudioClip sound)
{
// Debug.Log($"StepSound: {stepSound}");
if (sound != null) GameManager.Instance.Audio.PlaySfxAt(sound, transform.position, 0.5f);
// AudioManager.Instance.PlaySfxAt(stepSound, transform.position);
}
}