using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayOneShotBehaviour : StateMachineBehaviour
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{
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public string audioClipName;
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public bool playOnEnter = true, playOnExit = false, playAfterDelay = false;
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// Delayed sound timer
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public float playDelay = 0.25f;
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private float timeSinceEntered = 0f;
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private bool hasDelayedSoundPlayed = false;
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//OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
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override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (playOnEnter)
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{
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SoundManager.instance.PlaySoundAtPoint(animator.gameObject, audioClipName);
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}
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}
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//OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
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override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (playAfterDelay && !hasDelayedSoundPlayed)
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{
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timeSinceEntered += Time.deltaTime;
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if (timeSinceEntered > playDelay)
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{
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SoundManager.instance.PlaySoundAtPoint(animator.gameObject, audioClipName);
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hasDelayedSoundPlayed = true;
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}
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}
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}
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//OnStateExit is called when a transition ends and the state machine finishes evaluating this state
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override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (playOnExit)
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{
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SoundManager.instance.PlaySoundAtPoint(animator.gameObject, audioClipName);
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}
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}
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}
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