Files
2025-07-20 10:01:29 +08:00

57 lines
2.2 KiB
C#

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<AudioClip> IdleSounds = new List<AudioClip>();
public List<AudioClip> AttackSounds = new List<AudioClip>();
public List<AudioClip> InjuredSounds = new List<AudioClip>();
public List<AudioClip> WarningSounds = new List<AudioClip>();
public List<AudioClip> DeathSounds = new List<AudioClip>();
public List<AudioClip> FootStepSounds = new List<AudioClip>();
public List<AudioClip> BlockingSounds = new List<AudioClip>();
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<InteractSoundClass> InteractSounds = new List<InteractSoundClass>();
[System.Serializable]
public class InteractSoundClass
{
public int SoundEffectID = 1;
public AudioClip SoundEffectClip;
}
}
}