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