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Space Dance - Polish (#324)
* Sneaky Spirits - Fix Easing gost go woosh * Sneaky Spirits - Tree Tweaks Stops during slowdown now and realigned second animation frame * Space Dance - Polish Added new Hi-Res effect textures, adjusted sound offsets
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3 changed files with 146 additions and 53 deletions
96
Assets/Resources/Sprites/Games/SpaceDance/BG R3.png.meta
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96
Assets/Resources/Sprites/Games/SpaceDance/BG R3.png.meta
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@ -177,20 +177,17 @@ namespace HeavenStudio.Games
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{
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Jukebox.PlayOneShotGame("spaceDance/inputBad");
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DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
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Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
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// 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
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}
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if (PlayerInput.GetSpecificDirectionDown(1) && !IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN))
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{
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DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f);
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Jukebox.PlayOneShotGame("spaceDance/inputBad");
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Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
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}
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if (PlayerInput.GetSpecificDirectionDown(2) && !IsExpectingInputNow(InputType.DIRECTION_DOWN_DOWN))
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{
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DancerP.DoScaledAnimationAsync("SitDownDo", 0.5f);
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Jukebox.PlayOneShotGame("spaceDance/inputBad");
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Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
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}
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}
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}
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@ -221,23 +218,23 @@ namespace HeavenStudio.Games
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soundsToPlay.AddRange(new List<MultiSound.Sound>()
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{
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new MultiSound.Sound("spaceDance/dancerTurn", beat),
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new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f),
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new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.007f),
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});
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break;
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case (int)WhoSpeaks.Gramps:
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soundsToPlay.AddRange(new List<MultiSound.Sound>()
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{
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new MultiSound.Sound("spaceDance/otherTurn", beat),
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new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f),
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new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.007f),
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});
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break;
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case (int)WhoSpeaks.Both:
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soundsToPlay.AddRange(new List<MultiSound.Sound>()
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{
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new MultiSound.Sound("spaceDance/dancerTurn", beat),
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new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f),
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new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.007f),
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new MultiSound.Sound("spaceDance/otherTurn", beat),
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new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f),
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new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.007f),
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});
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break;
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}
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@ -281,28 +278,28 @@ namespace HeavenStudio.Games
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case (int)WhoSpeaks.Dancers:
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soundsToPlay.AddRange(new List<MultiSound.Sound>()
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{
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new MultiSound.Sound("spaceDance/dancerLets", beat),
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new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f),
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new MultiSound.Sound("spaceDance/dancerDown", beat + 1f),
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new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.07f),
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new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.02f),
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new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.006f),
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});
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break;
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case (int)WhoSpeaks.Gramps:
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soundsToPlay.AddRange(new List<MultiSound.Sound>()
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{
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new MultiSound.Sound("spaceDance/otherLets", beat),
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new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.084f),
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new MultiSound.Sound("spaceDance/otherDown", beat + 1f),
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new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.024f),
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new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.04f),
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new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f),
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});
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break;
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case (int)WhoSpeaks.Both:
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soundsToPlay.AddRange(new List<MultiSound.Sound>()
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{
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new MultiSound.Sound("spaceDance/dancerLets", beat),
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new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f),
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new MultiSound.Sound("spaceDance/dancerDown", beat + 1f),
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new MultiSound.Sound("spaceDance/otherLets", beat),
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new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.084f),
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new MultiSound.Sound("spaceDance/otherDown", beat + 1f),
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new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.07f),
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new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.02f),
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new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.006f),
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new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.024f),
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new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.04f),
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new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f),
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});
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break;
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}
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