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Eye of the Nile Docs
Everything you need to know to get started!
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Holds the references to the footsteps sounds this tilemap makes. For example, if an area is made of sand, you can put this script on the tilemap collider (must be a tilemap that handles collision) and have entities (with a PlayFootstepSFX script) make sand footstep sounds when walking.
Documentation updated 1/27/2025
Public Member Functions | |
| EventReference | GetDefaultReference () |
| Returns the reference to the footstep sound that will play when the entity is walking on the ground. | |
| EventReference | GetJumpReference () |
| Returns the reference to the footstep sound that will play when the entity lands from a jump. | |
Private Attributes | |
| EventReference | defaultFootstep |
| Reference to the footstep sound that will play when the entity is walking on the ground. | |
| EventReference | jumpFootstep |
| Reference to the footstep sound that will play when the entity lands from a jump. | |
| EventReference TilemapFootstepSFX.GetDefaultReference | ( | ) |
Returns the reference to the footstep sound that will play when the entity is walking on the ground.
| EventReference TilemapFootstepSFX.GetJumpReference | ( | ) |
Returns the reference to the footstep sound that will play when the entity lands from a jump.
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private |
Reference to the footstep sound that will play when the entity is walking on the ground.
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private |
Reference to the footstep sound that will play when the entity lands from a jump.