Files
pgs/Assets/Scripts/GameAudioController.cs
2026-02-21 16:58:22 -08:00

52 lines
2.2 KiB
C#

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;
}