implementation of drecon in unity 2022 lts forked from: https://github.com/joanllobera/marathon-envs
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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);
}
}