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Question by EmiBaka · Dec 07, 2021 at 03:06 PM · c#audioenemydooraudioplay

Victory music when enemy dies, help

Hi!

I am having issues creating a victory music for my game. I am making a 2d platformer where the main character tries to save her grandma from an evil plant. What I want to happen is that when the plant boss dies it would stop playing my level music and switch into another soundtrack + open a door to release the granma. But my unity keeps popping up with 17 error codes and I am confused. I always end up erasing any changes I make because of that.

Here is the script that actually works:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Enemy : MonoBehaviour { public Animator animator; public int maxHealth = 100; int currentHealth; public GameObject disabler;

 //    public float attackRange = 0.5f;
 //    public int attackDamage = 40;
 //    public Transform attackPoint;
 //    public LayerMask playerLayers;

 //Set health to max health
 void Start()
 {
     currentHealth = maxHealth;
 }
 //Calculate damage
 public void TakeDamage(int damage)
 {
     currentHealth -= damage;

     //Play hurt animation
     Debug.Log("Enemy got hit!");
     animator.SetTrigger("enemy_hit");

     //Kill when health goes under 0
     if (currentHealth <= 0)
     {
         Die();
     }
 }
 //Play death animation and disable enemy
 void Die()
 {
     
     animator.SetBool("enemy_dead", true);

     //Disable enemy
     GetComponent<Collider2D>().enabled = false;
     if (gameObject.tag == "Enemy")
     {
         Debug.Log("Enemy died!");
         GetComponent<PingPong>().enabled = false;
     }
     if (gameObject.tag == "Boss")
     {
         Debug.Log("Boss died!");
         disabler = GameObject.FindWithTag("BossDisable");
         Behaviour[] behaviours = disabler.GetComponentsInChildren<Collider2D>();
         foreach (var item in behaviours)
         {
             item.enabled = false;
         }

// disabler.GetComponent().enabled = false; // GameObject[] disableall; // disableall = GameObject.FindGameObjectsWithTag("BossDisable").SetActive(false); } this.enabled = false; }

 // Damage the player
 // void Attack()
 // {
 //    //Attack animation
 //    //animator.SetTrigger("vesimeloni_attack");
 //
 //    Collider2D[] hitPlayer = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, playerLayers);
 //
 //    //Damage the player
 //  foreach (Collider2D player in hitPlayer)
 //    {
 //        Debug.Log("Player got hit!");
 //        player.GetComponent<PlayerCombat>().TakeDamage(attackDamage); 
 //   }
 // }

//Draw sphere to damage collider // void OnDrawGizmosSelected() // { // if (attackPoint == null) // return; // // Gizmos.DrawWireSphere(attackPoint.position, attackRange); // } }

What do I need to add to that to make the changes I want happen? Any help is appreciated, thank you.

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Answer by Pathojen · Dec 08, 2021 at 04:08 PM

Try adding an audiosource to the enemy with this scrip. After that, in the Die function, add gameObject.GetComponent<Audiosource>().Play().

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