using System.Collections.Generic; using UnityEngine; namespace EmeraldAI.Utility { [CreateAssetMenu(fileName = "New Sound Profile", menuName = "Emerald AI/Sound Profile")] public class EmeraldSoundProfile : ScriptableObject { public bool IdleSoundsFoldout; public bool FootstepSoundsFoldout; public bool InteractSoundsFoldout; public bool EquipAndUnequipSoundsFoldout; public bool AttackSoundsFoldout; public bool InjuredSoundsFoldout; public bool BlockSoundsFoldout; public bool DeathSoundsFoldout; public bool WarningSoundsFoldout; public int IdleSoundsSeconds; public int IdleSoundsSecondsMin = 5; public int IdleSoundsSecondsMax = 10; public float IdleSoundsTimer; public AudioClip SheatheWeapon; public AudioClip UnsheatheWeapon; public AudioClip RangedSheatheWeapon; public AudioClip RangedUnsheatheWeapon; public List IdleSounds = new List(); public List AttackSounds = new List(); public List InjuredSounds = new List(); public List WarningSounds = new List(); public List DeathSounds = new List(); public List FootStepSounds = new List(); public List BlockingSounds = new List(); public float IdleVolume = 1; public float WalkFootstepVolume = 0.1f; public float RunFootstepVolume = 0.1f; public float BlockVolume = 0.65f; public int InjuredSoundOdds = 100; public float InjuredVolume = 1; public float AttackVolume = 1; public float WarningVolume = 1; public float DeathVolume = 0.7f; public float EquipVolume = 1; public float UnequipVolume = 1; public float RangedEquipVolume = 1; public float RangedUnequipVolume = 1; [SerializeField] public List InteractSounds = new List(); [System.Serializable] public class InteractSoundClass { public int SoundEffectID = 1; public AudioClip SoundEffectClip; } } }