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Missile audio or something, I dunno. Doesn't work yet
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+22
-3
lines changed

5 files changed

+22
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Assets/Resources/Audio/missile.wav

393 KB
Binary file not shown.

Assets/Resources/Data/AudioData.asset

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@@ -11,4 +11,6 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: adf682857d84cc04fa7507cdc12a802c, type: 3}
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m_Name: AudioData
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m_EditorClassIdentifier:
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_audio: []
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_audio:
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- _id: missile
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_audioClip: {fileID: 8300000, guid: 6e03b1a1868fbaa4e8072933d78dd336, type: 3}

Assets/Scripts/Items/Specials/Missile.cs

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@@ -1,5 +1,6 @@
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using System;
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using CatFight.Audio;
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using CatFight.Data;
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using CatFight.Fighters;
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using CatFight.Stages.Arena;
@@ -23,6 +24,9 @@ public sealed class Missile : SpecialAmmo, IChaffTarget
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[SerializeField]
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private float _velocity = 25.0f;
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[SerializeField]
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private string _launchAudioId;
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[SerializeField]
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[ReadOnly]
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private Fighter _fighterTarget;
@@ -65,6 +69,8 @@ public void Initialize(Fighter fighter, Fighter target, SpecialData.SpecialType
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transform.LookAt2D(Target);
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_rigidBody.velocity = Fighter.Forward * _velocity;
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AudioManager.Instance.PlayAudioOneShot(_launchAudioId);
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}
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public override void Initialize(Fighter fighter, SpecialData.SpecialType specialType, int damage)

Assets/Scripts/Items/Specials/SpecialAmmo.cs

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@@ -73,11 +73,18 @@ protected virtual void OnFighterCollision(Fighter fighter)
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{
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fighter.Stats.SpecialDamage(Damage);
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FighterManager.Instance.SpawnImpact(SpecialType, transform.position);
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Impact();
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}
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protected virtual void OnArenaCollision(ArenaEdge edge)
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{
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Impact();
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}
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private void Impact()
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{
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// TODO: play impact audio
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FighterManager.Instance.SpawnImpact(SpecialType, transform.position);
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}
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}

README.md

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@@ -6,4 +6,8 @@ Cat Fight AirConsole Game
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* It may be necessary to update the local angular if it's fallen behind
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1. cd controller/controller
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2. npm install --save-dev @angular/cli@latest
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2. In Unity, run Cat Fight -> Deploy Controller
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2. In Unity, run Cat Fight -> Deploy Controller
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# Resource Licensing
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* Missile Audio
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* http://soundbible.com/709-Bottle-Rocket.html

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