Quantcast
Channel: Questions in topic: "footsteps"
Viewing all articles
Browse latest Browse all 164

Playing footsteps with interval

$
0
0
Right to the case im trying to get som interval between my footsteps, my current script is not working. void Update () { float vel = tpcontroller.characterController.velocity.magnitude; RaycastHit hit; string floorTag; if (tpcontroller.characterController.isGrounded && vel > 0.2f) { if (Physics.Raycast (transform.position, Vector3.down, out hit)) { floorTag = hit.collider.gameObject.tag; if (floorTag == "Wood") { audio.clip = woodStep; } else if (floorTag == "Water") { audio.clip = waterStep; } else if (floorTag == "Metal") { audio.clip = metalStep; } else if (floorTag == "Terrain") { // check texture and get correct clip int t = GetMainTexture (transform.position); if (t == 0) { // grass audio.clip = grassStep; } else if (t == 1) { } else if (t == 2) { } else if (t == 3) { } else if (t == 4) { } else if (t == 5) { } else if (t == 6) { } else if (t == 7) { } else if (t == 8) { // dirt audio.clip = dirtStep; } } StartCoroutine (Footsteps ()); // Play the correct sound audio.PlayOneShot (audio.clip); } else { } } } IEnumerator Footsteps () { if (tpanimator.isRunning) { yield return new WaitForSeconds (runningInterval); } else if (tpanimator.isCrouching) { yield return new WaitForSeconds (crouchingInterval); } else { yield return new WaitForSeconds (walkingInterval); } }

Viewing all articles
Browse latest Browse all 164

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>