using Meta.Voice.Audio; using System.Collections; using System.Collections.Generic; using UnityEngine; public class FireCollisionAudioScript : MonoBehaviour { public ParticleSystem fireAlpha; // Assign in the inspector public ParticleSystem fireAdd; // Assign in the inspector public ParticleSystem fireGlow; // Assign in the inspector public ParticleSystem fireSparks; // Assign in the inspector public AudioSource audioPlayerFire; public AudioSource audioPlayerGround; public GameObject fireBigger; public BoundFireScript boundFireScript; private bool isFireBigger = false; public void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "GroundTag") // || collision.gameObject.tag == "BrickTag" { audioPlayerGround.Play(); } else if (collision.gameObject.tag == "CampFireTag" && !isFireBigger && boundFireScript.narrationHasFinished) { audioPlayerFire.Play(); //Add more dramatic audio fireBigger.SetActive(true); resetParticles(); isFireBigger = true; boundFireScript.CollectFireObject(); } } private void resetParticles() { fireAlpha.Stop(); fireAlpha.Play(); fireAdd.Stop(); fireAdd.Play(); fireGlow.Stop(); fireGlow.Play(); fireSparks.Stop(); fireSparks.Play(); } }