using System.Collections; using System.Collections.Generic; using UnityEngine; public class GameAudioController : MonoBehaviour { [SerializeField] public AudioSource audioSource; [SerializeField] public AudioClip UI_Inv_Equip; [SerializeField] public AudioClip UI_Inv_EquipFail; [SerializeField] public AudioClip UI_Inv_Dequip; [SerializeField] public AudioClip UI_Inv_DequipFail; [SerializeField] public AudioClip UI_Inv_EnhanceTier1; [SerializeField] public AudioClip UI_Inv_EnhanceTier2; [SerializeField] public AudioClip UI_Inv_EnhanceTier3; [SerializeField] public AudioClip UI_Inv_EnhanceFail; [SerializeField] public AudioClip UI_Inv_ItemHover; [SerializeField] public AudioClip UI_Inv_Eat; [SerializeField] public AudioClip UI_Inv_Drink; [SerializeField] public AudioClip UI_Inv_Drop; [SerializeField] public AudioClip UI_Inv_ButtonClick; [SerializeField] public AudioClip UI_Inv_WindowOpen; [SerializeField] public AudioClip UI_Inv_WindowClose; [SerializeField] public AudioClip UI_Shop_Hover; [SerializeField] public AudioClip UI_Shop_Purchase; [SerializeField] public AudioClip UI_Shop_PurchaseFail; [SerializeField] public AudioClip UI_Craft; [SerializeField] public AudioClip UI_CraftFail; [SerializeField] public AudioClip UI_Dialogue_Skip; [SerializeField] public AudioClip UI_Dialogue_Emote1; [SerializeField] public AudioClip UI_Dialogue_Emote2; [SerializeField] public AudioClip UI_Dialogue_Emote3; [SerializeField] public AudioClip UI_Quest_Open; [SerializeField] public AudioClip UI_Quest_Close; [SerializeField] public AudioClip UI_Quest_Notify; [SerializeField] public AudioClip UI_Quest_Hover; [SerializeField] public AudioClip UI_Quest_Accept; [SerializeField] public AudioClip UI_Quest_Complete; [SerializeField] public AudioClip UI_Stat_Open; [SerializeField] public AudioClip UI_Stat_Close; [SerializeField] public AudioClip UI_Stat_Hover; [SerializeField] public AudioClip UI_Stat_Allocate; [SerializeField] public AudioClip UI_Stat_AllocateFail; [SerializeField] public AudioClip UI_Main_Pause; [SerializeField] public AudioClip UI_Main_Unpause; }