Komplett mit Audio, Fehler beim Start der Spielszenen: standardHealth und standardEnergy werden nicht wie gewollt übermittelt

This commit is contained in:
2026-02-18 01:28:19 +01:00
parent 655e91627a
commit 0660162c86
93 changed files with 4088 additions and 74 deletions

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@@ -0,0 +1,44 @@
using UnityEngine;
public class AudioManager : MonoBehaviour
//wird noch barbeitet, ist gerade nur ein Copy Past aus Seascape
{
[Header("Audio Source")]
[SerializeField] AudioSource musicSource;
[SerializeField] AudioSource SFXSource;
[Header("Audio Clip")]
public AudioClip background;
public AudioClip button;
public AudioClip buy;
[Header("Enemy Audio")]
public AudioClip fieHit;
public AudioClip haiHit;
public AudioClip silvHit;
public AudioClip rearrange;
public AudioClip bang;
public AudioClip comingCloser;
public AudioClip scare;
[Header("Player")]
public AudioClip energyOut;
public AudioClip death;
public AudioClip door;
public void Start()
{
musicSource.clip = background;
musicSource.Play();
}
public void PlaySFX(AudioClip clip)
{
SFXSource.PlayOneShot(clip);
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d864abe946f1f26428a70997e338f712

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@@ -5,7 +5,7 @@ public class SFXManager : MonoBehaviour
{
public static SFXManager instance;
[SerializeField] private AudioSource sFXObject;
[SerializeField] AudioSource SFXSource;
private void Awake() {
if (instance == null) {
@@ -15,7 +15,7 @@ public class SFXManager : MonoBehaviour
// Muss noch schauen, wie ich das für das jeweilige Vieh seine seperaten Sounds einstelle und nicht universal
public void PlaySFXClip(AudioClip clip, Transform spawnTransform, float volume) {
AudioSource audioSource = Instantiate(sFXObject, spawnTransform.position, Quaternion.identity);
AudioSource audioSource = Instantiate(SFXSource, spawnTransform.position, Quaternion.identity);
audioSource.clip = clip;