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add hurt sound in Module 2 in M2Manager - #70

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RomeXO10 merged 11 commits into
mainfrom
Module-2-update
Oct 21, 2026
Merged

RomeXO10 merged 11 commits into
mainfrom
Module-2-update

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@Phettae-D

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@Phettae-D
Phettae-D requested a review from RomeXO10 October 16, 2026 07:34
Phettae-D and others added 10 commits October 19, 2026 18:05
- Add 1 gradient texture image
- Add 1 material greadient
- Add 3 model
-Add 2 street house model
- Add 3 Street house 2 floor
+ 1 street house with normal baloney
+ 1 street house connect
+ 1 Street house with iron bar baloney
- Add 1 Hunted house
+ 1 hunted house
+ 3 ghosts stickers
+ 1 Pumpkin
+ Add 1 Hospital (don't have inside)
- Add 4 itams
+ 1 Red flashlight
+ 1 dark flashlights
+ 1 Termometer gun
+ 1 pre shooter from pvz
- Add 5 Porp
+ 1 Scooter
+ 1 Front porch roof
+ 1 Sliding door
+ 1 street Window
+ 1 Sunscreen
too many i trie
Hurt sound
- Play it with PlayOneShot on a dedicated 2D AudioSource that M2Manager adds in
  Awake. The old line used Camera.main without a null check, so a missing main
  camera threw after BiteCount++ and skipped the HUD update and the bite-limit
  EndRound. PlayClipAtPoint also made a new GameObject on every bite.
- The music source is at 0.1 volume, so playing the bite through it would be
  barely audible; the new source has its own hurtVolume (default 1).
- Preload the hurt clip so the first bite is not silent or late.

Undo changes outside Module 2
- EditorBuildSettings: back to main's scene list (Startup Menu_New, IP Menu,
  Module 1 Main Scene). Change the build list in its own PR if it is meant.
- M_GradientMap.mat: back to a variant of M_Gradient_Light. It had been
  flattened into a standalone Lit material, which changes it for every module.
- Module1.unity: back to main (the Directional Light had been deleted and a
  PF_Glass_Door dropped at the origin). Road_Texture moved back to
  Module1/Texture; the unused Module1/Material/Mat/Brown.mat removed.

New prefabs
- PF_Street_House_F2_open, PF_Lawnmower: the root MeshCollider had no mesh,
  so nothing collided. Replaced with a MeshCollider on each mesh child.
- PF_Glass_Door, PF_Bench_White_Color, GreyWall_004: added MeshColliders
  (they had none; PF_Bench_Wood_Color and PF_Sliding_Door already do).
- GreyWall_004, Terre_001, PF_Street_House_F1_ONLY: root position reset to 0
  (it held a scene position, so new copies landed 6-84 m from the cursor).
  Placed instances keep their positions.
- SM_GreyWall_004 / SM_Terre_001 renamed to PF_ (SM_ is for meshes). The
  .meta GUIDs are unchanged, so scene references still resolve.

Bins
- TrashBin, the trigger BoxCollider and the Waste_Can MeshCollider were added
  to each of the six Bin2 instances in the scene separately (identical
  values). They now live on Bin2.prefab and the scene overrides are removed.

Checked in Unity 6000.3.8f1 batchmode: compiles, all 1,192 prefab instances in
Module_2_MainScene are in the same place, all six bins have TrashBin (score 5)
plus a trigger collider, and the main Terrain covers the area of the removed
ground planes and Terrain (1) (0 misses in 10,192 downward raycasts).
@RomeXO10
RomeXO10 merged commit e667474 into main Oct 21, 2026
1 check passed
@RomeXO10
RomeXO10 deleted the Module-2-update branch October 21, 2026 15:42
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3 participants