-Add LevelSpecificPlayerSFX prefabs for levels 1-1 and 1-2 -Configure checkpoints to activate sound effects, including pitch, volume, and audio editing -Rename the checkpoint effect object to Checkpoint VFX -Update the audio manager, the default value of the music target volume is 0.2 -Add SoundEffect structure to support sound parameter configuration -Optimize audio source creation and crossfade logic -Remove the old music control components and use the new audio management method
27 lines
786 B
C#
27 lines
786 B
C#
using System;
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using UnityEngine;
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using RR.Common.Audio;
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using RR.Game2D.Entities.Projectiles;
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namespace RR.Game2D.Behaviour.ScriptableObjects
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{
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[CreateAssetMenu(fileName = "EnemyFireConfiguration", menuName = "Behaviour/Fire/EnemyFireConfiguration")]
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public class EnemyFireConfiguration : ScriptableObject
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{
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[Header("Бросок")]
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public float throwCooldown = 5f;
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public float throwSpeed = 20f;
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[Header("Снаряд")]
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public EnemyBasicProjectile projectilePrefab;
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public float projectileLifetime = 1f;
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public bool projectileDespawnInstantly = false;
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public float projectileFallGravityScale = 3f;
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[Header("FX (Опционально)")]
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public SoundEffect[] shotSounds;
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}
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}
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