49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
// Assets/_Project/Scripts/Combat/TeslaTowerFireSound.cs
|
|
using TD.Audio;
|
|
using UnityEngine;
|
|
|
|
namespace TD.Combat
|
|
{
|
|
/// <summary>
|
|
/// Local-only audio for the Tesla Coil tower. Subscribes to
|
|
/// <see cref="TowerCombat.OnAreaFired"/> and plays a one-shot fire sound
|
|
/// on every peer each time the coil discharges.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Pure client-side — nothing here is networked. Add additional
|
|
/// <see cref="AudioClip"/> fields and <see cref="AudioSource"/> calls here
|
|
/// as the Tesla Coil gains more audio (idle hum, charge-up, etc.).
|
|
/// </remarks>
|
|
[RequireComponent(typeof(TowerCombat))]
|
|
public class TeslaTowerFireSound : MonoBehaviour
|
|
{
|
|
[Tooltip("Sound played each time the coil discharges.")]
|
|
[SerializeField] private AudioClip fireClip;
|
|
|
|
[Tooltip("Pitch is randomized within this range each shot to avoid a mechanical loop.")]
|
|
[SerializeField] private float minPitch = 0.93f;
|
|
[SerializeField] private float maxPitch = 1.07f;
|
|
|
|
private TowerCombat combat;
|
|
|
|
private void Awake()
|
|
{
|
|
combat = GetComponent<TowerCombat>();
|
|
}
|
|
|
|
private void OnEnable()
|
|
{
|
|
if (combat != null) combat.OnAreaFired += HandleAreaFired;
|
|
}
|
|
|
|
private void OnDisable()
|
|
{
|
|
if (combat != null) combat.OnAreaFired -= HandleAreaFired;
|
|
}
|
|
|
|
private void HandleAreaFired(Vector3[] positions)
|
|
{
|
|
AudioManager.Instance?.Play(fireClip, AudioCategory.TowerFire, Random.Range(minPitch, maxPitch));
|
|
}
|
|
}
|
|
}
|