46 lines
1.1 KiB
C#
46 lines
1.1 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using DarkTonic.MasterAudio;
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using UnityEngine;
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public class WaterAmbience : MonoBehaviour
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{
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[SerializeField]
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private string waterSoundName;
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[SerializeField]
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private List<Collider> colliders = new List<Collider>();
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[SerializeField]
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private Transform playerAudioFollower;
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private void Start()
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{
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colliders = GetComponentsInChildren<Collider>().ToList();
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MasterAudio.PlaySound3DFollowTransform(waterSoundName, playerAudioFollower, Singleton<SaveDataManager>.Instance.SettingsData.UnderwaterVolume).ActingVariation.VarAudio.loop = true;
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}
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private void FixedUpdate()
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{
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Vector3 position = FScriptsHandler.Instance.PlayerTransformPoint.position;
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float num = float.PositiveInfinity;
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Vector3 position2 = Vector3.zero;
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foreach (Collider collider in colliders)
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{
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Vector3 vector = collider.ClosestPoint(position);
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float num2 = Vector3.Distance(vector, position);
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if (num2 < num)
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{
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num = num2;
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position2 = vector;
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}
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}
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playerAudioFollower.position = position2;
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}
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private void OnDestroy()
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{
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MasterAudio.StopAllOfSound(waterSoundName);
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}
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}
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