basic fire sound. very loud
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BIN
Assets/_Project/Audio/tesla_tower.ogg
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Assets/_Project/Audio/tesla_tower.ogg
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Assets/_Project/Audio/tesla_tower.ogg.meta
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Assets/_Project/Audio/tesla_tower.ogg.meta
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48
Assets/_Project/Scripts/Combat/TeslaTowerFireSound.cs
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Assets/_Project/Scripts/Combat/TeslaTowerFireSound.cs
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// Assets/_Project/Scripts/Combat/TeslaTowerFireSound.cs
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using UnityEngine;
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namespace TD.Combat
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{
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/// <summary>
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/// Local-only audio for the Tesla Coil tower. Subscribes to
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/// <see cref="TowerCombat.OnAreaFired"/> and plays a one-shot fire sound
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/// on every peer each time the coil discharges.
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/// </summary>
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/// <remarks>
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/// Pure client-side — nothing here is networked. Add additional
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/// <see cref="AudioClip"/> fields and <see cref="AudioSource"/> calls here
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/// as the Tesla Coil gains more audio (idle hum, charge-up, etc.).
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/// </remarks>
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[RequireComponent(typeof(TowerCombat))]
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[RequireComponent(typeof(AudioSource))]
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public class TeslaTowerFireSound : MonoBehaviour
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{
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[Tooltip("Sound played each time the coil discharges.")]
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[SerializeField] private AudioClip fireClip;
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private TowerCombat combat;
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private AudioSource audioSource;
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private void Awake()
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{
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combat = GetComponent<TowerCombat>();
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audioSource = GetComponent<AudioSource>();
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}
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private void OnEnable()
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{
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if (combat != null) combat.OnAreaFired += HandleAreaFired;
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}
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private void OnDisable()
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{
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if (combat != null) combat.OnAreaFired -= HandleAreaFired;
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}
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private void HandleAreaFired(Vector3[] positions)
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{
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if (fireClip != null)
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audioSource.PlayOneShot(fireClip);
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}
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: db643146344a08a639133638e4746a33
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