In card game, Playing specific sounds when an object is revealed
I have completed a tutorial on how to make a memory card, everything works great, I can play the game and match all the cards (20 or 30 or 40 for different categories cause I have 6 of them) and I added a timer. I can even reset the game and start all over, and all the cards are randomly sorted out.
But I want to go beyond the tutorial and put some sound effects in the game to make it more fun. I get that you can play sounds on mouse clicks and stuff, but I want to play sounds when specific cards are revealed. Duck card appears and you hear a quacking sound or his name. I'm a beginner and I don't know how to add it.
I'm not sure if I would start a new C# script or add to my existing (PictureManager) script or (Picture) script.
Any help would be appreciated. Thank you. These are my (PictureManager) and (Picture) script for the game.
```
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;
public class PictureManager : MonoBehaviour { public Picture PicturePrefab; public Transform PicSpawnPosition; public Vector2 StartPosition = new Vector2(-2.15f, 3.62f); public AudioSource WinSound; public AudioSource BgSound;
[Space]
[Header("End Game Screen")]
public GameObject EndGamePanel;
public GameObject NewBestScoreText;
public GameObject YourScoreText;
public GameObject EndTimeText;
public enum GameState
{
NoAction,
MovingOnPositions,
DeletingPuzzles,
FlipBack,
Checking,
GameEnd
};
public enum PuzzleState
{
PuzzleRotating,
CanRotate,
};
public enum RevealedState
{
NoRevealed,
OneRevealed,
TwoRevealed
};
[HideInInspector]
public GameState CurrentGameState;
[HideInInspector]
public PuzzleState CurrentPuzzleState;
[HideInInspector]
public RevealedState PuzzleRevealedNumber;
[HideInInspector]
public List<Picture> PictureList;
private Vector2 _offset = new Vector2(1.42f, 1.52f);
private Vector2 _offsetFor15Pairs = new Vector2(1.08f, 1.22f);
private Vector2 _offsetFor20Pairs = new Vector2(1.08f, 1.0f);
private Vector3 _newScaleDown = new Vector3(0.9f, 0.9f, 0.001f);
private List<Material> _materialList = new List<Material>();
private List<string> _texturePathList = new List<string>();
private Material _firstMaterial;
private string _firstTexturePath;
private int _firstRevealedPic;
private int _secondRevealedPic;
private int _revealedPicNumber = 0;
private int _picToDestroy1;
private int _picToDestroy2;
private bool _corutineStarted = false;
private int _pairNumbers;
private int _removedPairs;
private Timer _gameTimer;
void Start()
{
//BgSound.Play();
CurrentGameState = GameState.NoAction;
CurrentPuzzleState = PuzzleState.CanRotate;
PuzzleRevealedNumber = RevealedState.NoRevealed;
_revealedPicNumber = 0;
_firstRevealedPic = -1;
_secondRevealedPic = -1;
_removedPairs = 0;
_pairNumbers = (int)GameSettings.Instance.GetPairNumber();
_gameTimer = GameObject.Find("Main Camera").GetComponent<Timer>();
LoadMaterials();
if(GameSettings.Instance.GetPairNumber()== GameSettings.EPairNumber.E10Pairs)
{
CurrentGameState = GameState.MovingOnPositions;
SpwanPictureMesh(4, 5, StartPosition, _offset, false);
MovePicture(4, 5, StartPosition, _offset);
}
else if (GameSettings.Instance.GetPairNumber() == GameSettings.EPairNumber.E15Pairs)
{
CurrentGameState = GameState.MovingOnPositions;
SpwanPictureMesh(5, 6, StartPosition, _offset, false);
MovePicture(5, 6, StartPosition, _offsetFor15Pairs);
}
else if (GameSettings.Instance.GetPairNumber() == GameSettings.EPairNumber.E20Pairs)
{
CurrentGameState = GameState.MovingOnPositions;
SpwanPictureMesh(5, 8, StartPosition, _offset, true);
MovePicture(5, 8, StartPosition, _offsetFor20Pairs);
}
}
public void CheckPicture()
{
CurrentGameState = GameState.Checking;
_revealedPicNumber = 0;
for(int id = 0; id < PictureList.Count; id++)
{
if(PictureList[id].Revealed && _revealedPicNumber < 2)
{
if(_revealedPicNumber == 0)
{
_firstRevealedPic = id;
_revealedPicNumber++;
}
else if (_revealedPicNumber == 1)
{
_secondRevealedPic = id;
_revealedPicNumber++;
}
}
if (_revealedPicNumber == 2)
{
if (PictureList[_firstRevealedPic].GetIndex() == PictureList[_secondRevealedPic].GetIndex() && _firstRevealedPic != _secondRevealedPic)
{
CurrentGameState = GameState.DeletingPuzzles;
_picToDestroy1 = _firstRevealedPic;
_picToDestroy2 = _secondRevealedPic;
}
else
{
CurrentGameState = GameState.FlipBack;
}
}
}
CurrentPuzzleState = PictureManager.PuzzleState.CanRotate;
if(CurrentGameState == GameState.Checking)
{
CurrentGameState = GameState.NoAction;
}
}
private void DestroyPicture()
{
PuzzleRevealedNumber = RevealedState.NoRevealed;
PictureList[_picToDestroy1].Deactivate();
PictureList[_picToDestroy2].Deactivate();
_revealedPicNumber = 0;
_removedPairs++;
CurrentGameState = GameState.NoAction;
CurrentPuzzleState = PuzzleState.CanRotate;
}
private IEnumerator FlipBack()
{
_corutineStarted = true;
yield return new WaitForSeconds(0.5f);
PictureList[_firstRevealedPic].FlipBack();
PictureList[_secondRevealedPic].FlipBack();
PictureList[_firstRevealedPic].Revealed = false;
PictureList[_secondRevealedPic].Revealed = false;
PuzzleRevealedNumber = RevealedState.NoRevealed;
CurrentGameState = GameState.NoAction;
_corutineStarted = false;
}
private void LoadMaterials()
{
var materialFilePath = GameSettings.Instance.GetMaterialDirectoryName();
var textureFilePath = GameSettings.Instance.GetPuzzleCategoryTextureDirectoryName();
var pairNumber = (int)GameSettings.Instance.GetPairNumber();
const string matBaseName = "Pic";
var firstMaterialName = "Back";
for(var index = 1; index <= pairNumber; index++)
{
var currentFilePath = materialFilePath + matBaseName + index;
Material mat = Resources.Load(currentFilePath, typeof(Material)) as Material;
_materialList.Add(mat);
var currentTextureFilePath = textureFilePath + matBaseName + index;
_texturePathList.Add(currentTextureFilePath);
}
_firstTexturePath = textureFilePath + firstMaterialName;
_firstMaterial = Resources.Load(materialFilePath + firstMaterialName, typeof(Material)) as Material;
}
void Update()
{
if (PauseMenu.isPaused == false) {
if (CurrentGameState == GameState.DeletingPuzzles)
{
if(CurrentPuzzleState == PuzzleState.CanRotate)
{
DestroyPicture();
CheckGameEnd();
}
}
if (CurrentGameState == GameState.FlipBack)
{
if(CurrentPuzzleState == PuzzleState.CanRotate && _corutineStarted == false)
{
StartCoroutine(FlipBack());
}
}
if(CurrentGameState == GameState.GameEnd)
{
if(PictureList[_firstRevealedPic].gameObject.activeSelf == false &&
PictureList[_secondRevealedPic].gameObject.activeSelf == false &&
EndGamePanel.activeSelf == false)
{
ShowEndGameInformation();
WinSound.Play();
//BgSound.Pause();
}
}
}
}
private bool CheckGameEnd()
{
if(_removedPairs == _pairNumbers && CurrentGameState != GameState.GameEnd)
{
CurrentGameState = GameState.GameEnd;
_gameTimer.StopTimer();
Config.PlaceScoreOnBorad(_gameTimer.GetCurrentTime());
}
return (CurrentGameState == GameState.GameEnd);
}
private void ShowEndGameInformation()
{
EndGamePanel.SetActive(true);
if(Config.IsBestScore())
{
NewBestScoreText.SetActive(true);
YourScoreText.SetActive(false);
}
else
{
NewBestScoreText.SetActive(false);
YourScoreText.SetActive(true);
}
var timer = _gameTimer.GetCurrentTime();
var minutes = Mathf.Floor(timer / 60);
var seconds = Mathf.RoundToInt(timer % 60);
var newText = minutes.ToString("00") + ":" + seconds.ToString("00");
EndTimeText.GetComponent<Text>().text = newText;
}
private void SpwanPictureMesh(int rows, int columns, Vector2 Pos, Vector2 offset, bool scaleDown)
{
for(int col = 0; col < columns; col++)
{
for(int row = 0; row < rows; row++)
{
var tempPicture = (Picture)Instantiate(PicturePrefab, PicSpawnPosition.position, PicturePrefab.transform.rotation);
if(scaleDown)
{
tempPicture.transform.localScale = _newScaleDown;
}
tempPicture.name = tempPicture.name + 'c' + col + 'r' + row;
PictureList.Add(tempPicture);
}
}
ApplyTextures();
}
public void ApplyTextures()
{
var rndMatIndex = Random.Range(0, _materialList.Count);
var AppliedTimes = new int[_materialList.Count];
for(int i = 0; i< _materialList.Count; i++)
{
AppliedTimes[i] = 0;
}
foreach(var o in PictureList)
{
var randPrevious = rndMatIndex;
var counter = 0;
var forceMat = false;
while(AppliedTimes[rndMatIndex] >= 2 || ((randPrevious == rndMatIndex) && !forceMat))
{
rndMatIndex = Random.Range(0, _materialList.Count);
counter++;
if(counter > 100)
{
for (var j = 0; j < _materialList.Count; j++)
{
if(AppliedTimes[j] < 2)
{
rndMatIndex = j;
forceMat = true;
}
}
if (forceMat == false)
return;
}
}
o.SetFirstMaterial(_firstMaterial, _firstTexturePath);
o.ApplyFirstMaterial();
o.SetSecondMaterial(_materialList[rndMatIndex], _texturePathList[rndMatIndex]);
o.SetIndex(rndMatIndex);
o.Revealed = false;
AppliedTimes[rndMatIndex] += 1;
forceMat = false;
}
}
private void MovePicture(int rows, int columns, Vector2 pos, Vector2 offset)
{
var index = 0;
for(var col = 0; col < columns; col++)
{
for(int row = 0; row < rows; row++)
{
var targetPosition = new Vector3((pos.x + (offset.x * row)), (pos.y - (offset.y * col)), 0.0f);
StartCoroutine(MoveToPosition(targetPosition, PictureList[index]));
index++;
}
}
}
private IEnumerator MoveToPosition(Vector3 target, Picture obj)
{
var randomDis = 7;
while(obj.transform.position !=target)
{
obj.transform.position = Vector3.MoveTowards(obj.transform.position, target, randomDis * Time.deltaTime);
yield return 0;
}
}
}
``` ```
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class Picture : MonoBehaviour { public AudioClip PressSound; private Material _firstMaterial; private Material _secondMaterial;
private Quaternion _currentRotation;
[HideInInspector] public bool Revealed = false;
private PictureManager _pictureManager;
private bool _clicked = false;
private int _index;
private AudioSource _audio;
public void SetIndex(int id)
{
_index = id;
}
public int GetIndex()
{
return _index;
}
void Start()
{
Revealed = false;
_clicked = false;
_pictureManager = GameObject.Find("[PictureManager]").GetComponent<PictureManager>();
_currentRotation = gameObject.transform.rotation;
_audio = GetComponent<AudioSource>();
_audio.clip = PressSound;
}
void Update()
{
}
private void OnMouseDown()
{
if(_clicked == false)
{
if (PauseMenu.isPaused == false)
{
_pictureManager.CurrentPuzzleState = PictureManager.PuzzleState.PuzzleRotating;
if (GameSettings.Instance.IsSoundEffectMutedPermanently() == false)
_audio.Play();
StartCoroutine(LoopRotation(45, false));
_clicked = true;
}
}
}
public void FlipBack()
{
if (gameObject.activeSelf)
{
_pictureManager.CurrentPuzzleState = PictureManager.PuzzleState.PuzzleRotating;
Revealed = false;
/*if (GameSettings.Instance.IsSoundEffectMutedPermanently() == false)
_audio.Play();*/
StartCoroutine(LoopRotation(45, true));
}
}
IEnumerator LoopRotation(float angle, bool FirstMat)
{
var rot = 0f;
const float dir = 1f;
const float rotSpeed = 180.0f;
const float rotSpeed1 = 90.0f;
var startAngle = angle;
var assigned = false;
if(FirstMat)
{
while(rot < angle)
{
var step = Time.deltaTime * rotSpeed1;
gameObject.GetComponent<Transform>().Rotate(new Vector3(0, 2, 0) * step * dir);
if(rot >= (startAngle - 2) && assigned == false)
{
ApplyFirstMaterial();
assigned = true;
}
rot += (1 * step * dir);
yield return null;
}
}
else
{
while (angle > 0)
{
float step = Time.deltaTime * rotSpeed;
gameObject.GetComponent<Transform>().Rotate(new Vector3(0, 2, 0) * step * dir);
angle -= (1 * step * dir);
yield return null;
}
}
gameObject.GetComponent<Transform>().rotation = _currentRotation;
if (!FirstMat)
{
Revealed = true;
ApplySecondMaterial();
_pictureManager.CheckPicture();
}
else
{
_pictureManager.PuzzleRevealedNumber = PictureManager.RevealedState.NoRevealed;
_pictureManager.CurrentPuzzleState = PictureManager.PuzzleState.CanRotate;
}
_clicked = false;
}
public void SetFirstMaterial(Material mat, string texturePath)
{
_firstMaterial = mat;
_firstMaterial.mainTexture = Resources.Load(texturePath, typeof(Texture2D)) as Texture2D;
}
public void SetSecondMaterial(Material mat, string texturePath)
{
_secondMaterial = mat;
_secondMaterial.mainTexture = Resources.Load(texturePath, typeof(Texture2D)) as Texture2D;
}
public void ApplyFirstMaterial()
{
gameObject.GetComponent<Renderer>().material = _firstMaterial;
}
public void ApplySecondMaterial()
{
gameObject.GetComponent<Renderer>().material = _secondMaterial;
}
public void Deactivate()
{
StartCoroutine(DeactivateCorutine());
}
private IEnumerator DeactivateCorutine()
{
Revealed = false;
yield return new WaitForSeconds(1f);
gameObject.SetActive(false);
}
}
```
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