Trick on the Class: refactor object sound

This commit is contained in:
minenice55 2022-04-11 10:57:27 -04:00
parent 8f905535ba
commit 293ed09127

View file

@ -98,7 +98,7 @@ namespace HeavenStudio.Games.Scripts_TrickClass
// no input? // no input?
if (Conductor.instance.GetPositionFromBeat(startBeat, dodgeBeats) >= Minigame.EndTime()) if (Conductor.instance.GetPositionFromBeat(startBeat, dodgeBeats) >= Minigame.EndTime())
{ {
PlayDodgeSound(); Jukebox.PlayOneShotGame(GetDodgeSound());
miss = true; miss = true;
switch (type) switch (type)
{ {
@ -122,17 +122,16 @@ namespace HeavenStudio.Games.Scripts_TrickClass
TrickClass.instance.PlayerDodge(); TrickClass.instance.PlayerDodge();
dodged = true; dodged = true;
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("trickClass/ball_impact", startBeat + flyBeats, volume: 0.5f), new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.5f),
}); });
} }
public void PlayDodgeSound() public string GetDodgeSound()
{ {
switch (type) switch (type)
{ {
default: default:
Jukebox.PlayOneShotGame("trickClass/ball_impact"); return "trickClass/ball_impact";
break;
} }
} }
} }