mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
Coin Toss sounds now come from global SFX
...and more progress to marching orders lmao
This commit is contained in:
parent
74692a6d80
commit
02319fa392
16 changed files with 5522 additions and 94 deletions
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||||
script: {fileID: 0}
|
||||
- curve:
|
||||
serializedVersion: 2
|
||||
m_Curve:
|
||||
- serializedVersion: 3
|
||||
time: 0
|
||||
value: 0
|
||||
inSlope: Infinity
|
||||
outSlope: Infinity
|
||||
tangentMode: 103
|
||||
weightedMode: 0
|
||||
inWeight: 0
|
||||
outWeight: 0
|
||||
- serializedVersion: 3
|
||||
time: 0.016666668
|
||||
value: 0
|
||||
inSlope: Infinity
|
||||
outSlope: Infinity
|
||||
tangentMode: 103
|
||||
weightedMode: 0
|
||||
inWeight: 0
|
||||
outWeight: 0
|
||||
m_PreInfinity: 2
|
||||
m_PostInfinity: 2
|
||||
m_RotationOrder: 4
|
||||
attribute: m_IsActive
|
||||
path: cadetHand1
|
||||
classID: 1
|
||||
script: {fileID: 0}
|
||||
- curve:
|
||||
serializedVersion: 2
|
||||
m_Curve:
|
||||
- serializedVersion: 3
|
||||
time: 0
|
||||
value: 0
|
||||
inSlope: Infinity
|
||||
outSlope: Infinity
|
||||
tangentMode: 103
|
||||
weightedMode: 0
|
||||
inWeight: 0
|
||||
outWeight: 0
|
||||
- serializedVersion: 3
|
||||
time: 0.016666668
|
||||
value: 0
|
||||
inSlope: Infinity
|
||||
outSlope: Infinity
|
||||
tangentMode: 103
|
||||
weightedMode: 0
|
||||
inWeight: 0
|
||||
outWeight: 0
|
||||
m_PreInfinity: 2
|
||||
m_PostInfinity: 2
|
||||
m_RotationOrder: 4
|
||||
attribute: m_IsActive
|
||||
path: cadetHand2
|
||||
classID: 1
|
||||
script: {fileID: 0}
|
||||
m_EulerEditorCurves: []
|
||||
m_HasGenericRootTransform: 0
|
||||
m_HasMotionFloatCurves: 0
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue