using FMODUnity; using System.Collections; using System.Collections.Generic; using UnityEngine; public class AgentManager : MonoBehaviour { public EventReference m_BreathingSFX; public EventReference m_RespawnSFX; public EventReference m_FailSFX; public GameObject m_Agent; private void OnEnable() { CollisionDetection.m_PlaySoundOnContact += PlayOneShot; RagDollAgent.m_MoveToNextModel += PlayRespawnSFX; RagDollAgent.m_AgentFail += PlayAgentFail; } private void OnDisable() { CollisionDetection.m_PlaySoundOnContact -= PlayOneShot; RagDollAgent.m_MoveToNextModel -= PlayRespawnSFX; RagDollAgent.m_AgentFail -= PlayAgentFail; } private void Start() { PlayBreathing(m_Agent, m_BreathingSFX); } private void PlayOneShot(GameObject obj, float force, EventReference sound) { AudioManager.instance.PlayOneShotAttached(sound, obj, force); } private void PlayBreathing(GameObject obj, EventReference sound) { AudioManager.instance.PlayOneShotAttachedBreathing(sound, obj, 1f); } private void PlayRespawnSFX() { AudioManager.instance.PlaySound(m_RespawnSFX); } private void PlayAgentFail() { AudioManager.instance.PlaySound(m_FailSFX); } }