Coin Toss sounds now come from global SFX

...and more progress to marching orders lmao
This commit is contained in:
KrispyDotlessI 2022-09-03 14:09:23 +08:00
parent 74692a6d80
commit 02319fa392
16 changed files with 5522 additions and 94 deletions

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@ -144,7 +144,7 @@ namespace HeavenStudio.Games
public void CatchSuccess(PlayerActionEvent caller, float state)
{
Jukebox.PlayOneShotGame("coinToss/catch");
if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/applause");
if(this.audienceReacting) Jukebox.PlayOneShot("applause");
handAnimator.Play("Catch_success", 0, 0);
isThrowing = false;
@ -152,8 +152,8 @@ namespace HeavenStudio.Games
public void CatchMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("coinToss/miss");
if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/disappointed");
Jukebox.PlayOneShot("miss");
if(this.audienceReacting) Jukebox.PlayOneShot("audience/disappointed");
handAnimator.Play("Pickup", 0, 0);
isThrowing = false;

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@ -35,9 +35,11 @@ namespace HeavenStudio.Games.Loaders
new GameAction("bop", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); }, 1f, true),
//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true),
new GameAction("attention", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2.25f, false),
new GameAction("march", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, 2.0f, false),
new GameAction("halt", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, 2f, false),
new GameAction("attention", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2.25f, false,
inactiveFunction: delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}),
new GameAction("march", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, 2.0f, false,
inactiveFunction: delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);}),
new GameAction("halt", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, 2f, false),
//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>()
//{
// new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
@ -125,7 +127,7 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/attention1", beat),
new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f),
new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
});
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
{
@ -138,7 +140,7 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 1f),
});
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
{
@ -155,12 +157,29 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/halt1", beat),
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
});
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}),
});
}
public static void AttentionSound(float beat)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/attention1", beat),
new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f),
new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
}, forcePlay:true);
}
public static void MarchSound(float beat)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 1f),
}, forcePlay:true);
}
}
}