Closed hsravat-4590 closed 3 years ago
PlayerMovement audio can potentially be optimised in the same way as WeaponManager
Once I've finished with Rounds, I'll do that
PlayerMovement audio can potentially be optimised in the same way as WeaponManager With PlayerAttack, there are two sources and the optimisation works around that. With PlayerMovement, there is only one so those optimisations are not necessary.
I've simplified the sound code in
WeaponManager
and condensedenableComponents
anddisableComponents
into one method forPlayerHealth