UnityTowerDefense/Assets/_Project/Scripts/Combat/TeslaTowerFireSound.cs

44 lines
1.3 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
{
[SerializeField] private SoundConfig fireSound;
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(fireSound.clip, AudioCategory.Combat, fireSound.RandomPitch(), fireSound.volume);
}
}
}