HeavenStudioPlus/Assets/Scripts/Games/SoundEffects.cs

104 lines
3.5 KiB
C#
Raw Permalink Normal View History

2022-03-01 19:21:23 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
2022-03-14 14:21:05 +00:00
using HeavenStudio.Util;
2022-03-01 19:21:23 +00:00
namespace HeavenStudio.Games
2022-03-01 19:21:23 +00:00
{
public class SoundEffects : MonoBehaviour
{
public enum CountNumbers { One, Two, Three, Four }
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
// public readonly static string[] countNames = { "one", "two", "one", "two", "three", "four" };
public readonly static string[] countNames = { "one", "two", "one", "two", "three", "four" };
public readonly static float[] timings = { 0f, 2f, 4f, 5f, 6f, 7f };
public enum CountInType { Normal, Alt, Cowbell }
public static string GetCountInSound(int type)
2022-03-01 19:21:23 +00:00
{
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
return (CountInType)type switch {
CountInType.Normal => "1",
CountInType.Alt => "2",
CountInType.Cowbell or _ => "cowbell",
};
2022-03-01 19:21:23 +00:00
}
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
public static void PreloadCounts()
2022-03-01 19:21:23 +00:00
{
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
foreach (string load in new string[] { "one", "two", "three", "four", "cowbell", "ready1", "ready2" })
2022-03-01 19:21:23 +00:00
{
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
SoundByte.PreloadAudioClipAsync(load);
}
}
public static void CountIn(double beat, float length, bool alt, bool go)
{
PreloadCounts();
string countType = alt ? "2" : "1";
double startBeat = beat + length - 8;
List<MultiSound.Sound> sfx = new();
for (int i = 0; i < countNames.Length; i++) {
if (startBeat + timings[i] >= beat) {
sfx.Add(new MultiSound.Sound("count-ins/" + countNames[i] + countType, startBeat + timings[i]));
2022-03-01 19:21:23 +00:00
}
}
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
if (go) sfx[^1].name = "count-ins/go" + countType;
MultiSound.Play(sfx, false);
2022-03-01 19:21:23 +00:00
}
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
public static void FourBeatCountIn(double beat, float length, int type)
2022-03-01 19:21:23 +00:00
{
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
PreloadCounts();
string countType = GetCountInSound(type);
2022-03-01 19:21:23 +00:00
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
List<MultiSound.Sound> sfx = new();
for (int i = 0; i < 4; i++) {
sfx.Add(new MultiSound.Sound("count-ins/" + countNames[i + 2] + countType, beat + (i * length)));
}
MultiSound.Play(sfx, false);
2022-03-01 19:21:23 +00:00
}
public static void EightBeatCountIn(double beat, float length, int type)
2022-03-01 19:21:23 +00:00
{
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
PreloadCounts();
2022-03-01 19:21:23 +00:00
string[] sounds = { "one", "two", "one", "two", "three", "four" };
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
string sound = GetCountInSound(type);
2022-03-01 19:21:23 +00:00
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
List<MultiSound.Sound> sfx = new();
for (int i = 0; i < sounds.Length; i++) {
sfx.Add(new MultiSound.Sound("count-ins/" + sounds[i] + sound, beat + (timings[i] * length)));
}
MultiSound.Play(sfx, false);
}
public static void Count(int type, bool alt)
{
SoundByte.PlayOneShot("count-ins/" + (CountNumbers)type + (!alt ? "1" : "2"));
2022-03-01 19:21:23 +00:00
}
public static void Cowbell()
{
SoundByte.PlayOneShot("count-ins/cowbell");
2022-03-01 19:21:23 +00:00
}
public static void Ready(double beat, float length)
2022-03-01 19:21:23 +00:00
{
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
MultiSound.Play(new MultiSound.Sound[] {
2022-03-01 19:21:23 +00:00
new MultiSound.Sound("count-ins/ready1", beat),
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
new MultiSound.Sound("count-ins/ready2", beat + (1f * length)),
2022-03-01 19:21:23 +00:00
}, false);
}
public static void And()
{
SoundByte.PlayOneShot("count-ins/and");
2022-03-01 19:21:23 +00:00
}
public static void Go(bool alt)
{
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
SoundByte.PlayOneShot("count-ins/go" + (!alt ? "1" : "2"));
2022-03-01 19:21:23 +00:00
}
}
}