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9
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Assets/AudioManager/Arrow 1.wav.meta
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16
Assets/AudioManager/Audio.cs
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Assets/AudioManager/Audio.cs
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using UnityEngine;
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using System.Collections;
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public class Audio : MonoBehaviour {
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AudioSource aus;
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// Use this for initialization
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public void PlaySoundOnce (AudioClip song){
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StartCoroutine (PlaySoundCoroutine (song));
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}
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IEnumerator PlaySoundCoroutine(AudioClip sound){
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aus = GetComponent<AudioSource> ();
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aus.PlayOneShot (sound);
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yield return new WaitForSeconds (sound.length);
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Destroy (gameObject);
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}
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}
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12
Assets/AudioManager/Audio.cs.meta
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Assets/AudioManager/Audio.cs.meta
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128
Assets/AudioManager/Audio.prefab
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Assets/AudioManager/Audio.prefab
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8
Assets/AudioManager/Audio.prefab.meta
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8
Assets/AudioManager/Audio.prefab.meta
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57
Assets/AudioManager/AudioManager.cs
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Assets/AudioManager/AudioManager.cs
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class AudioManager : MonoBehaviour {
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public Dictionary<string,int> mapSound;
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public AudioClip[] sounds; //0 Sword
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//1 DodgeSword
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//1 Dodge
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//1 Sword
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//1 Sword
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//1 Sword
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public GameObject auxiliar; //objeto para variables temporales
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public AudioClip backgroundSound;//musica de fondo
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AudioSource aus; //nuestro "reproductor"
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public string dir; //de donde cargamos los sonidos
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public static AudioManager instance = null;
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// Use this for initialization
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void Start () {
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loadMap ();
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//Check if there is already an instance of SoundManager
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if (instance == null)
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//if not, set it to this.
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instance = this;
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//If instance already exists:
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else if (instance != this)
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//Destroy this, this enforces our singleton pattern so there can only be one instance of SoundManager.
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Destroy (gameObject);
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//Set SoundManager to DontDestroyOnLoad so that it won't be destroyed when reloading our scene.
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DontDestroyOnLoad (gameObject);
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//Cogemos nuestro componente de sonido y lo reproducimos
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aus = GetComponent<AudioSource> ();
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aus.clip = backgroundSound;
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aus.loop = true;
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aus.Play();
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}
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public void playSound(string name){
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if (mapSound.ContainsKey (name)) {
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GameObject inst = Instantiate (auxiliar);
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AudioClip temp = sounds[ mapSound[name]];
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inst.GetComponent<Audio> ().PlaySoundOnce (temp);
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}
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}
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public void setAudioManager(AudioClip bgs, string directory){
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bgs = backgroundSound;
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dir = directory;
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}
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private void loadMap(){
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mapSound.Add ("sword", 0);
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mapSound.Add ("dodgesword", 1);
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mapSound.Add ("arrow", 2);
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mapSound.Add ("spell1", 3);
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mapSound.Add ("goblin", 4);
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mapSound.Add ("spell2", 5);
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}
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}
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Assets/AudioManager/AudioManager.cs.meta
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Assets/AudioManager/AudioManager.cs.meta
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Assets/AudioManager/Goblin_03.wav
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Assets/AudioManager/SoundController.prefab
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dir:
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8
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8
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Normal file
20
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Normal file
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assetBundleVariant:
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Loading…
Reference in a new issue