Danro/Assets/Scripts/ScriptableObjects/EnemyFireConfiguration.cs
Danil Iarosh a845161079 feat(audio): Integrated level-specific sound effects and music control
-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
2025-10-29 16:46:24 +03:00

27 lines
786 B
C#

using System;
using UnityEngine;
using RR.Common.Audio;
using RR.Game2D.Entities.Projectiles;
namespace RR.Game2D.Behaviour.ScriptableObjects
{
[CreateAssetMenu(fileName = "EnemyFireConfiguration", menuName = "Behaviour/Fire/EnemyFireConfiguration")]
public class EnemyFireConfiguration : ScriptableObject
{
[Header("Бросок")]
public float throwCooldown = 5f;
public float throwSpeed = 20f;
[Header("Снаряд")]
public EnemyBasicProjectile projectilePrefab;
public float projectileLifetime = 1f;
public bool projectileDespawnInstantly = false;
public float projectileFallGravityScale = 3f;
[Header("FX (Опционально)")]
public SoundEffect[] shotSounds;
}
}