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Flipper Flop - Partial Offset Fixes (#335)
* 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 * Space Dance - Gramps Animation Tweaks * Flipper Flop - Partial Offset Fixes Still need to do the roll counting, huhs, and appreciations, but waiting on YMF to make the code ready for that
This commit is contained in:
parent
d83900fe5b
commit
208fd9a448
4 changed files with 126 additions and 14 deletions
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guid: 92a73c2b2bc53514c9a7dff692b4a3a7
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AudioImporter:
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externalObjects: {}
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serializedVersion: 6
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defaultSettings:
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loadType: 0
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sampleRateSetting: 0
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sampleRateOverride: 44100
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compressionFormat: 1
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quality: 1
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conversionMode: 0
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platformSettingOverrides: {}
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forceToMono: 0
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normalize: 1
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preloadAudioData: 1
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loadInBackground: 0
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ambisonic: 0
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3D: 1
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -784,12 +784,12 @@ namespace HeavenStudio.Games
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("flipperFlop/attention/attention1", beat - 0.25f),
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new MultiSound.Sound("flipperFlop/attention/attention2", beat),
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new MultiSound.Sound("flipperFlop/attention/attention3", beat + 0.5f),
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new MultiSound.Sound("flipperFlop/attention/attention4", beat + 2f),
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new MultiSound.Sound("flipperFlop/attention/attention2", beat, 1, 1, false, 0.025f),
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new MultiSound.Sound("flipperFlop/attention/attention3", beat + 0.5f, 1, 1, false, 0.055f),
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new MultiSound.Sound("flipperFlop/attention/attention4", beat + 2f, 1, 1, false, 0.06f),
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new MultiSound.Sound("flipperFlop/attention/attention5", beat + 2.25f),
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new MultiSound.Sound("flipperFlop/attention/attention6", beat + 2.5f),
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new MultiSound.Sound("flipperFlop/attention/attention7", beat + (remix5 ? 2f : 3f)),
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new MultiSound.Sound("flipperFlop/attention/attention7", beat + (remix5 ? 2f : 3f), 1, 1, false, 0.025f),
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}, forcePlay: true);
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}
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if (GameManager.instance.currentGame == "flipperFlop")
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@ -887,23 +887,113 @@ namespace HeavenStudio.Games
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountNow", beat),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountC", beat + 1f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountNow", beat, 1, 1, false, 0.037f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountC", beat + 1f, 1, 1, false, 0.015f),
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}, forcePlay: true);
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}
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else
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else if (amount == 1)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"flipperFlop/count/flipperRollCount{amount}", beat),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountC", beat + 1f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCount1", beat, 1, 1, false, 0.003f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountC", beat + 1f, 1, 1, false, 0.015f),
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}, forcePlay: true);
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}
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else if (amount == 2)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"flipperFlop/count/flipperRollCount2", beat, 1, 1, false, 0.02f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
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}, forcePlay: true);
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}
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else if (amount == 3)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"flipperFlop/count/flipperRollCount3", beat, 1, 1, false, 0.02f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
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}, forcePlay: true);
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}
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else if (amount == 4)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"flipperFlop/count/flipperRollCount4", beat, 1, 1, false, 0.035f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
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}, forcePlay: true);
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}
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else if (amount == 5)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"flipperFlop/count/flipperRollCount5", beat, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
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}, forcePlay: true);
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}
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else if (amount == 6)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"flipperFlop/count/flipperRollCount6", beat, 1, 1, false, 0.06f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
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}, forcePlay: true);
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}
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else if (amount == 7)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"flipperFlop/count/flipperRollCount7", beat, 1, 1, false, 0.03f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCount7B", beat + 0.25f, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
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}, forcePlay: true);
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}
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else if (amount == 8)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"flipperFlop/count/flipperRollCount8", beat, 1, 1, false, 0.008f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
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}, forcePlay: true);
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}
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else if (amount == 9)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"flipperFlop/count/flipperRollCount9", beat, 1, 1, false, 0.02f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
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}, forcePlay: true);
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}
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else if (amount == 10)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"flipperFlop/count/flipperRollCount10", beat, 1, 1, false, 0.01f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
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new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
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}, forcePlay: true);
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}
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if (GameManager.instance.currentGame == "flipperFlop")
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{
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instance.FlipperRollVoiceLineAnimation(beat);
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