Initial Wwise Integration
Created wwise project Integrated inventory UI sounds Improved projectile weapon behavior (randomized start position, stopped them from self-destructing at target range when airburst is disabled)
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1019 changed files with 76372 additions and 110 deletions
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@ -48,6 +48,7 @@ public class InventoryMenu : MonoBehaviour
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private void OnEnable()
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{
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AkSoundEngine.RegisterGameObj(gameObject);
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BackgroundEntered.gameObject.SetActive(true);
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BackgroundEntered.OnPointerEnterAsObservable().Subscribe(enter =>
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@ -68,6 +69,7 @@ public class InventoryMenu : MonoBehaviour
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private void OnDisable()
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{
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AkSoundEngine.UnregisterGameObj(gameObject);
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BackgroundEntered.gameObject.SetActive(false);
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}
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@ -103,6 +105,7 @@ public class InventoryMenu : MonoBehaviour
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_dragOffsets = _dragCells.Select(x => (Vector2) x.position - data.PointerEventData.position).ToArray();
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panel.IgnoreOccupancy = _originalOccupancy;
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panel.RefreshCells(_originalOccupancy.Expand().Coordinates);
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AkSoundEngine.PostEvent("Pickup", gameObject);
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}
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}
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else if (data is InventoryEntityEventData entityEvent)
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@ -130,6 +133,7 @@ public class InventoryMenu : MonoBehaviour
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_dragOffsets = _dragCells.Select(x => (Vector2) x.position - data.PointerEventData.position).ToArray();
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panel.IgnoreOccupancy = _originalOccupancy;
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panel.RefreshCells(_originalOccupancy.Expand().Coordinates);
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AkSoundEngine.PostEvent("Pickup", gameObject);
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}
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}
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});
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@ -155,15 +159,21 @@ public class InventoryMenu : MonoBehaviour
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{
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cargoEvent.CargoBay.Remove(_dragItem);
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_dragTargetPanel.DropItem(_dragItem, _dragTargetPosition);
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if(_dragTargetPanel.Target == InventoryPanelTarget.Cargo)
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AkSoundEngine.PostEvent("Drop", gameObject);
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else
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AkSoundEngine.PostEvent("Equip", gameObject);
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}
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else if (data is InventoryEntityEventData entityEvent)
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{
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if (entityEvent.Entity.Unequip(_originalEquippedItem) != null)
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{
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_dragTargetPanel.DropItem(_dragItem, _dragTargetPosition);
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AkSoundEngine.PostEvent("Unequip", gameObject);
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}
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else
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{
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AkSoundEngine.PostEvent("UI_Fail", gameObject);
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Dialog.Clear();
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Dialog.Title.text = "Unable to move item!";
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Dialog.AddProperty("Verify that cargo bays are empty before un-equipping them.");
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@ -282,6 +292,7 @@ public class InventoryMenu : MonoBehaviour
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var otherPanel = panel == InventoryPanels[0] ? InventoryPanels[1] : InventoryPanels[0];
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if (otherPanel.DropItem(item))
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{
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AkSoundEngine.PostEvent("Equip", gameObject);
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cargoEvent.CargoBay.Remove(item);
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panel.RefreshCells();
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otherPanel.RefreshCells();
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@ -313,6 +324,7 @@ public class InventoryMenu : MonoBehaviour
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var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition;
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_selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2, true);
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}
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AkSoundEngine.PostEvent("UI_Success", gameObject);
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}
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}
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}
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@ -326,6 +338,7 @@ public class InventoryMenu : MonoBehaviour
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var otherPanel = panel == InventoryPanels[0] ? InventoryPanels[1] : InventoryPanels[0];
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if (otherPanel.DropItem(item.EquippableItem))
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{
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AkSoundEngine.PostEvent("Unequip", gameObject);
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entityEvent.Entity.Unequip(item);
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panel.RefreshCells();
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otherPanel.RefreshCells();
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@ -355,6 +368,7 @@ public class InventoryMenu : MonoBehaviour
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var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition;
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_selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2, true);
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}
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AkSoundEngine.PostEvent("UI_Success", gameObject);
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}
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}
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}
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