using UnityEngine; public class BaboonHawkAudioEvents : MonoBehaviour { public AudioSource audioToPlay; public AudioClip[] randomClips; public Animator thisAnimator; private float timeLastAudioPlayed; public ParticleSystem particle; public void PlayParticleWithChildren() { particle.Play(withChildren: true); } public void PlayAudio1RandomClipWithMinSpeedCondition() { if (!(Time.realtimeSinceStartup - timeLastAudioPlayed < 0.2f) && (!(Mathf.Abs(thisAnimator.GetFloat("VelocityX")) < 0.5f) || !(Mathf.Abs(thisAnimator.GetFloat("VelocityZ")) < 0.5f))) { timeLastAudioPlayed = Time.realtimeSinceStartup; int num = Random.Range(0, randomClips.Length); audioToPlay.spatialize = false; audioToPlay.PlayOneShot(randomClips[num]); WalkieTalkie.TransmitOneShotAudio(audioToPlay, randomClips[num]); RoundManager.Instance.PlayAudibleNoise(base.transform.position, 7f, 0.4f, 0, noiseIsInsideClosedShip: false, 24751); } } }