add sound effects

This commit is contained in:
John Wigner 2025-02-01 16:14:42 -05:00
parent a0742823f4
commit 23f6431361
11 changed files with 1157 additions and 17 deletions

View File

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@ -9,21 +9,25 @@ public class ObjectBanking : MonoBehaviour
[Tooltip("The maximum angle the object can bank to either side.")] [Tooltip("The maximum angle the object can bank to either side.")]
public float maxBankingAngle = 30f; public float maxBankingAngle = 30f;
public RaceManager raceManager;
// Internal variable to keep track of current bank angle // Internal variable to keep track of current bank angle
private float currentBankAngle = 0f; private float currentBankAngle = 0f;
void Update() void Update()
{ {
// Get input from Horizontal axis (e.g., keyboard or controller) if (!raceManager.raceFinished) {
float horizontalInput = Input.GetAxis("Horizontal"); // Get input from Horizontal axis (e.g., keyboard or controller)
float horizontalInput = Input.GetAxis("Horizontal");
// Target angle is proportional to input and max banking angle // Target angle is proportional to input and max banking angle
float targetBankAngle = horizontalInput * maxBankingAngle; float targetBankAngle = horizontalInput * maxBankingAngle;
// Smoothly interpolate current angle towards the target // Smoothly interpolate current angle towards the target
currentBankAngle = Mathf.Lerp(currentBankAngle, targetBankAngle, Time.deltaTime * bankingSpeed); currentBankAngle = Mathf.Lerp(currentBankAngle, targetBankAngle, Time.deltaTime * bankingSpeed);
// Apply the rotation (banking along the Z-axis) // Apply the rotation (banking along the Z-axis)
transform.localRotation = Quaternion.Euler(0f, 0f, -currentBankAngle); transform.localRotation = Quaternion.Euler(0f, 0f, -currentBankAngle);
}
} }
} }

View File

@ -0,0 +1,49 @@
using UnityEngine;
public class VehicleSoundController : MonoBehaviour
{
public AudioSource[] engineAudioSources; // Array of AudioSources to control
public float minPitch = 0.8f; // Idle pitch
public float maxPitch = 2.0f; // High-speed pitch
public float maxSpeed = 20f; // Adjust based on vehicle speed
private Rigidbody vehicleRigidbody;
void Start()
{
vehicleRigidbody = GetComponent<Rigidbody>();
if (engineAudioSources.Length == 0)
{
Debug.LogWarning("No AudioSources assigned! Disabling sound control.");
enabled = false;
}
}
void Update()
{
float speed = vehicleRigidbody.linearVelocity.magnitude;
// Adjust the pitch based on speed (linear interpolation)
float pitch = Mathf.Lerp(minPitch, maxPitch, speed / maxSpeed);
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
foreach (AudioSource audioSource in engineAudioSources)
{
if (audioSource != null)
{
audioSource.pitch = pitch;
// Start playing the sound if not already playing
if (speed > 0.1f && !audioSource.isPlaying)
{
audioSource.Play();
}
else if (speed <= 0.1f && audioSource.isPlaying)
{
audioSource.Stop(); // Stop when the vehicle is idle
}
}
}
}
}

View File

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@ -1,6 +1,7 @@
using UnityEngine; using UnityEngine;
using TMPro; // Import TextMeshPro namespace using TMPro; // Import TextMeshPro namespace
using System.Collections.Generic; using System.Collections.Generic;
using Unity.Cinemachine; // Make sure you have the Cinemachine package installed
public class RaceManager : MonoBehaviour public class RaceManager : MonoBehaviour
{ {
@ -26,14 +27,24 @@ public class RaceManager : MonoBehaviour
[Tooltip("Reference to the player's vehicle.")] [Tooltip("Reference to the player's vehicle.")]
public GameObject playerVehicle; public GameObject playerVehicle;
[Header("Post-Race Settings")]
[Tooltip("Assign the Cinemachine virtual camera.")]
public CinemachineCamera victoryCamera;
[Tooltip("Assign the Cinemachine player camera.")]
public CinemachineCamera playerCamera;
[Tooltip("Canvas displayed after the race finishes.")]
public GameObject postRaceCanvas;
[Tooltip("Canvas displayed after the race finishes.")]
public GameObject playerUI;
private List<RacerProgress> racers = new List<RacerProgress>(); private List<RacerProgress> racers = new List<RacerProgress>();
public bool raceFinished = false; public bool raceFinished = false;
public string winnerName = ""; public string winnerName = "";
private RacerProgress playerProgress; private RacerProgress playerProgress;
private string[] placeMapping = { "1st", "2nd", "3rd" };
private string[] placeMapping = { "1st", "2nd", "3rd"};
void Awake() void Awake()
{ {
@ -55,18 +66,22 @@ public class RaceManager : MonoBehaviour
} }
} }
if (playerVehicle != null) { if (playerVehicle != null)
{
playerProgress = playerVehicle.GetComponent<RacerProgress>(); playerProgress = playerVehicle.GetComponent<RacerProgress>();
} }
// Initialize UI // Initialize UI
if (playerProgress != null) if (playerProgress != null)
UpdateLapsLeftUI(); UpdateLapsLeftUI();
if (postRaceCanvas != null)
postRaceCanvas.SetActive(false); // Make sure the post-race canvas is initially hidden
} }
void Update() void Update()
{ {
if (playerProgress != null) if (playerProgress != null && !raceFinished)
{ {
int playerPosition = GetPlayerPosition(); int playerPosition = GetPlayerPosition();
UpdatePositionUI(playerPosition); UpdatePositionUI(playerPosition);
@ -94,9 +109,12 @@ public class RaceManager : MonoBehaviour
/// </summary> /// </summary>
private void UpdatePositionUI(int position) private void UpdatePositionUI(int position)
{ {
if (position < 4) { if (position < 4)
playerPositionText.text = placeMapping[position-1]; {
} else { playerPositionText.text = placeMapping[position - 1];
}
else
{
playerPositionText.text = position + "th"; playerPositionText.text = position + "th";
} }
} }
@ -125,6 +143,53 @@ public class RaceManager : MonoBehaviour
raceFinished = true; raceFinished = true;
winnerName = rp.gameObject.name; winnerName = rp.gameObject.name;
Debug.Log("Race Finished! Winner: " + winnerName); Debug.Log("Race Finished! Winner: " + winnerName);
// Trigger post-race events
TriggerPostRaceEvents();
}
}
/// <summary>
/// Handles post-race actions like freezing time, updating the camera, and displaying the UI.
/// </summary>
private void TriggerPostRaceEvents()
{
// Move the Cinemachine camera to the front of the player's vehicle
if (victoryCamera != null && playerVehicle != null && playerCamera != null)
{
victoryCamera.gameObject.SetActive(true);
playerCamera.gameObject.SetActive(false);
}
// Show the post-race canvas
if (postRaceCanvas != null)
{
postRaceCanvas.SetActive(true);
}
// Show the post-race canvas
if ( playerUI != null)
{
playerUI.SetActive(false);
}
foreach (RacerProgress racer in racers)
{
Rigidbody rb = racer.GetComponent<Rigidbody>();
if (rb != null)
{
rb.linearVelocity = Vector3.zero; // Stop any current motion
rb.angularVelocity = Vector3.zero; // Stop any rotation
rb.constraints = RigidbodyConstraints.FreezePosition | RigidbodyConstraints.FreezeRotation;
}
Rigidbody childRb = racer.GetComponentInChildren<Rigidbody>();
if (rb != null)
{
rb.linearVelocity = Vector3.zero; // Stop any current motion
rb.angularVelocity = Vector3.zero; // Stop any rotation
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} }
} }

8
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