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time: 0 + functionName: + data: + objectReferenceParameter: {fileID: 0} + floatParameter: 0 + intParameter: 0 + messageOptions: 0 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); } } }