Professional Documents
Culture Documents
Surface Steps
Surface Steps
}
}
///////////////////////////////////
CONCRETE ////////////////////////////////////////
function WalkOnConcrete() {
step = false;
audio.clip = concrete[Random.Range(0, concrete.length)];
audio.volume = .1;
audio.Play();
yield WaitForSeconds (audioStepLengthWalk);
step = true;
}
function RunOnConcrete() {
step = false;
audio.clip = concrete[Random.Range(0, concrete.length)];
audio.volume = .3;
audio.Play();
yield WaitForSeconds (audioStepLengthRun);
step = true;
}
//////////////////////////////////
WOOD /////////////////////////////////////////////
function WalkOnWood() {
step = false;
audio.clip = wood[Random.Range(0, wood.length)];
audio.volume = .1;
audio.Play();
yield WaitForSeconds (audioStepLengthWalk);
step = true;
}
function RunOnWood() {
step = false;
audio.clip = wood[Random.Range(0, wood.length)];
audio.volume = .3;
audio.Play();
yield WaitForSeconds (audioStepLengthRun);
step = true;
}
///////////////////////////////////
DIRT //////////////////////////////////////////////
function WalkOnDirt() {
step = false;
audio.clip = dirt[Random.Range(0, dirt.length)];
audio.volume = .1;
audio.Play();
yield WaitForSeconds (audioStepLengthWalk);
step = true;
}
function RunOnDirt() {
step = false;
audio.clip = dirt[Random.Range(0, dirt.length)];
audio.volume = .3;
audio.Play();
yield WaitForSeconds (audioStepLengthRun);
step = true;
}
//////////////////////////////////
METAL ///////////////////////////////////////////////
function WalkOnMetal() {
step = false;
audio.clip = metal[Random.Range(0, metal.length)];
audio.volume = .1;
audio.Play();
yield WaitForSeconds (audioStepLengthWalk);
step = true;
}
function RunOnMetal() {
step = false;
audio.clip = metal[Random.Range(0, metal.length)];
audio.volume = .3;
audio.Play();
yield WaitForSeconds (audioStepLengthRun);
step = true;
}
//////////////////////////////////
GLASS ///////////////////////////////////////////////
function WalkOnGlass() {
step = false;
audio.clip = glass[Random.Range(0, glass.length)];
audio.volume = .1;
audio.Play();
yield WaitForSeconds (audioStepLengthWalk);
step = true;
}
function RunOnGlass() {
step = false;
audio.clip = glass[Random.Range(0, glass.length)];
audio.volume = .3;
audio.Play();
yield WaitForSeconds (audioStepLengthRun);
step = true;
}
//////////////////////////////////
SAND ///////////////////////////////////////////////
function WalkOnSand() {
step = false;
audio.clip = sand[Random.Range(0, sand.length)];
audio.volume = .1;
audio.Play();
yield WaitForSeconds (audioStepLengthWalk);
step = true;
}
function RunOnSand() {
step = false;
audio.clip = sand[Random.Range(0, sand.length)];
audio.volume = .3;
audio.Play();
yield WaitForSeconds (audioStepLengthRun);
step = true;
}
//////////////////////////////////
SNOW ///////////////////////////////////////////////
function WalkOnSnow() {
step = false;
audio.clip = snow[Random.Range(0, snow.length)];
audio.volume = .1;
audio.Play();
yield WaitForSeconds (audioStepLengthWalk);
step = true;
}
function RunOnSnow() {
step = false;
audio.clip = snow[Random.Range(0, snow.length)];
audio.volume = .3;
audio.Play();
yield WaitForSeconds (audioStepLengthRun);
step = true;
}
//////////////////////////////////
FLOOR ///////////////////////////////////////////////
function WalkOnFloor() {
step = false;
audio.clip = floor[Random.Range(0, floor.length)];
audio.volume = .1;
audio.Play();
yield WaitForSeconds (audioStepLengthWalk);
step = true;
}
function RunOnFloor() {
step = false;
audio.clip = floor[Random.Range(0, floor.length)];
audio.volume = .3;
audio.Play();
yield WaitForSeconds (audioStepLengthRun);
step = true;
}
//////////////////////////////////
GRASS ///////////////////////////////////////////////
function WalkOnGrass() {
step = false;
audio.clip = grass[Random.Range(0, grass.length)];
audio.volume = .1;
audio.Play();
yield WaitForSeconds (audioStepLengthWalk);
step = true;
}
function RunOnGrass() {
step = false;
audio.clip = grass[Random.Range(0, grass.length)];
audio.volume = .3;
audio.Play();
yield WaitForSeconds (audioStepLengthRun);
step = true;
}
//////////////////////////////////
WATER ///////////////////////////////////////////////
function WalkOnWater() {
step = false;
audio.clip = water[Random.Range(0, water.length)];
audio.volume = .1;
audio.Play();
yield WaitForSeconds (audioStepLengthWalk);
step = true;
}
function RunOnWater() {
step = false;
audio.clip = water[Random.Range(0, water.length)];
audio.volume = .3;
audio.Play();
yield WaitForSeconds (audioStepLengthRun);
step = true;
}