Danil Iarosh 5bafc385da feat(audio): increase SFX pool size and preload audio data
- Increased SFX pool size from 8 to 16 in AudioManager
- Enabled preloadAudioData for multiple SFX files
- Removed unused VisualScripting import from Checkpoint script
- Reordered using statements in several scripts for consistency
- Added CoinCollectible component to Coin prefab with pickup effects
- Updated sorting layers and mesh LOD settings in Coin prefabs
- Fixed typo in Interfaces.cs: optionaAttachPoint to optionalAttachPoint
- Modified AddCoin method to accept count parameter and handle coin overflow
- Moved projectile scripts (BasicProjectile, EnemyBasicProjectile, PhysicsProjectile, PickableProjectile)
- Cleaned up unused namespaces and imports across various scripts
2025-10-30 16:39:15 +03:00

33 lines
932 B
C#

using UnityEngine;
using RR.Common.Managers;
using RR.Game2D.Core.Managers;
namespace RR.Common.Controllers
{
public class MusicController : MonoBehaviour
{
[SerializeField] private AudioManager audioManager;
[SerializeField] private AudioClip musicClip;
[SerializeField] private float musicVolume = -1f;
[SerializeField] private bool loop = true;
[SerializeField] private bool useCrossfade = false;
[SerializeField] private float fadeDuration = -1f;
private void Start()
{
if (audioManager == null) audioManager = GameManager.Instance.Audio;
if (!musicClip) return;
if (useCrossfade)
audioManager.CrossfadeMusic(musicClip, fadeDuration, loop, musicVolume);
else
audioManager.PlayMusicImmediate(musicClip, loop, musicVolume);
}
}
}