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diff --git a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchR.anim b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchR.anim
index 41cebb09..ab14a95c 100644
--- a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchR.anim
+++ b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchR.anim
@@ -36,7 +36,7 @@ AnimationClip:
m_Level: 0
m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
- m_LoopTime: 1
+ m_LoopTime: 0
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0
diff --git a/Assets/Scripts/Games/CoinToss/CoinToss.cs b/Assets/Scripts/Games/CoinToss/CoinToss.cs
index c1923e09..79b82e39 100644
--- a/Assets/Scripts/Games/CoinToss/CoinToss.cs
+++ b/Assets/Scripts/Games/CoinToss/CoinToss.cs
@@ -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;
diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
index 1917a7cf..17b4548c 100644
--- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
+++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
@@ -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()
//{
// 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()
{
@@ -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()
{
@@ -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()
{
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);
}
}
}