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m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + spreadCustomCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + reverbZoneMixCustomCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 --- !u!1 &3471685231795534478 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Source/Scripts/DoublePistolMember.cs b/Assets/Source/Scripts/DoublePistolMember.cs index cb2fd3df..0d9dd530 100644 --- a/Assets/Source/Scripts/DoublePistolMember.cs +++ b/Assets/Source/Scripts/DoublePistolMember.cs @@ -39,7 +39,7 @@ public class DoublePistolMember : SquadMember { lastShotSoundTime = Time.time + _gameData.minSoundDelay; - _audioManager.PlayOneShot(_gameData.pistolShotClip, .5f); + //_audioManager.PlayOneShot(_gameData.pistolShotClip, .5f); } var direction = (currentTarget.transform.position - (firstPoint ? shootPoint.transform.position : secondPoint.transform.position)).normalized; diff --git a/Assets/Source/Scripts/SO/Soldiers/PistolMember.cs b/Assets/Source/Scripts/SO/Soldiers/PistolMember.cs index c44eecc9..0e0ae8b9 100644 --- a/Assets/Source/Scripts/SO/Soldiers/PistolMember.cs +++ b/Assets/Source/Scripts/SO/Soldiers/PistolMember.cs @@ -7,7 +7,7 @@ using static D2D.Utilities.CommonGameplayFacade; public class PistolMember : SquadMember { [SerializeField] private float projectileForce = 10f; - + public AudioSource ShootSound; public override void Shoot(Transform target) { if (reloadTime > Time.time) @@ -54,12 +54,13 @@ public class PistolMember : SquadMember if (lastShotSoundTime < Time.time) { lastShotSoundTime = Time.time + _gameData.minSoundDelay; - _audioManager.PlayOneShot(_gameData.pistolShotClip, .5f); + //_audioManager.PlayOneShot(_gameData.pistolShotClip, .5f); } var reload = memberClass.ReloadDuration - memberClass.ReloadDuration * (1 + EvolveLevel / 20) / 1.5f; reloadTime = Time.time + memberClass.ReloadDuration; + ShootSound.Play(); } private void HitEnemy(Transform other, Transform @object)