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x: 486 - y: 358 - width: 220 - height: 220 + x: 13 + y: 283 + width: 216 + height: 216 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -136,12 +136,12 @@ TextureImporter: name: spacedance_eff-4x_foolhardy_Remacri_1 rect: serializedVersion: 2 - x: 780 - y: 364 - width: 208 - height: 208 + x: 249 + y: 293 + width: 202 + height: 202 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -157,12 +157,12 @@ TextureImporter: name: spacedance_eff-4x_foolhardy_Remacri_2 rect: serializedVersion: 2 - x: 1080 - y: 376 - width: 184 - height: 184 + x: 483 + y: 316 + width: 170 + height: 172 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -178,12 +178,12 @@ TextureImporter: name: spacedance_eff-4x_foolhardy_Remacri_3 rect: serializedVersion: 2 - x: 131 - y: 131 - width: 66 - height: 66 + x: 23 + y: 178 + width: 70 + height: 68 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -199,12 +199,12 @@ TextureImporter: name: spacedance_eff-4x_foolhardy_Remacri_4 rect: serializedVersion: 2 - x: 372 - y: 52 - width: 224 - height: 224 + x: 127 + y: 21 + width: 228 + height: 228 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -220,12 +220,12 @@ TextureImporter: name: spacedance_eff-4x_foolhardy_Remacri_5 rect: serializedVersion: 2 - x: 751 - y: 111 - width: 106 - height: 106 + x: 379 + y: 143 + width: 114 + height: 114 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -241,12 +241,12 @@ TextureImporter: name: spacedance_eff-4x_foolhardy_Remacri_6 rect: serializedVersion: 2 - x: 1082 - y: 120 - width: 84 + x: 507 + y: 171 + width: 88 height: 88 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] diff --git a/Assets/Scripts/Games/SpaceDance/SpaceDance.cs b/Assets/Scripts/Games/SpaceDance/SpaceDance.cs index 8375f47c..1649c9eb 100644 --- a/Assets/Scripts/Games/SpaceDance/SpaceDance.cs +++ b/Assets/Scripts/Games/SpaceDance/SpaceDance.cs @@ -177,20 +177,17 @@ namespace HeavenStudio.Games { Jukebox.PlayOneShotGame("spaceDance/inputBad"); DancerP.DoScaledAnimationAsync("PunchDo", 0.5f); - Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f); // Look at this later, sound effect has some weird clipping on it sometimes?? popping. like. fucking popopop idk why its doing that its fine theres no sample weirdness ughh } if (PlayerInput.GetSpecificDirectionDown(1) && !IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN)) { DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f); Jukebox.PlayOneShotGame("spaceDance/inputBad"); - Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f); } if (PlayerInput.GetSpecificDirectionDown(2) && !IsExpectingInputNow(InputType.DIRECTION_DOWN_DOWN)) { DancerP.DoScaledAnimationAsync("SitDownDo", 0.5f); Jukebox.PlayOneShotGame("spaceDance/inputBad"); - Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f); } } } @@ -221,23 +218,23 @@ namespace HeavenStudio.Games soundsToPlay.AddRange(new List() { new MultiSound.Sound("spaceDance/dancerTurn", beat), - new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f), + new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.007f), }); break; case (int)WhoSpeaks.Gramps: soundsToPlay.AddRange(new List() { new MultiSound.Sound("spaceDance/otherTurn", beat), - new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f), + new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.007f), }); break; case (int)WhoSpeaks.Both: soundsToPlay.AddRange(new List() { new MultiSound.Sound("spaceDance/dancerTurn", beat), - new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f), + new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.007f), new MultiSound.Sound("spaceDance/otherTurn", beat), - new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f), + new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.007f), }); break; } @@ -281,28 +278,28 @@ namespace HeavenStudio.Games case (int)WhoSpeaks.Dancers: soundsToPlay.AddRange(new List() { - new MultiSound.Sound("spaceDance/dancerLets", beat), - new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f), - new MultiSound.Sound("spaceDance/dancerDown", beat + 1f), + new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.07f), + new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.02f), + new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.006f), }); break; case (int)WhoSpeaks.Gramps: soundsToPlay.AddRange(new List() { - new MultiSound.Sound("spaceDance/otherLets", beat), - new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.084f), - new MultiSound.Sound("spaceDance/otherDown", beat + 1f), + new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.024f), + new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.04f), + new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f), }); break; case (int)WhoSpeaks.Both: soundsToPlay.AddRange(new List() { - new MultiSound.Sound("spaceDance/dancerLets", beat), - new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f), - new MultiSound.Sound("spaceDance/dancerDown", beat + 1f), - new MultiSound.Sound("spaceDance/otherLets", beat), - new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.084f), - new MultiSound.Sound("spaceDance/otherDown", beat + 1f), + new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.07f), + new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.02f), + new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.006f), + new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.024f), + new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.04f), + new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f), }); break; }