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:
saladplainzone 2023-03-08 15:34:42 -08:00 committed by GitHub
parent 142727e80d
commit 407856e255
2 changed files with 126 additions and 14 deletions

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@ -784,12 +784,12 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] MultiSound.Play(new MultiSound.Sound[]
{ {
new MultiSound.Sound("flipperFlop/attention/attention1", beat - 0.25f), new MultiSound.Sound("flipperFlop/attention/attention1", beat - 0.25f),
new MultiSound.Sound("flipperFlop/attention/attention2", beat), new MultiSound.Sound("flipperFlop/attention/attention2", beat, 1, 1, false, 0.025f),
new MultiSound.Sound("flipperFlop/attention/attention3", beat + 0.5f), new MultiSound.Sound("flipperFlop/attention/attention3", beat + 0.5f, 1, 1, false, 0.055f),
new MultiSound.Sound("flipperFlop/attention/attention4", beat + 2f), new MultiSound.Sound("flipperFlop/attention/attention4", beat + 2f, 1, 1, false, 0.06f),
new MultiSound.Sound("flipperFlop/attention/attention5", beat + 2.25f), new MultiSound.Sound("flipperFlop/attention/attention5", beat + 2.25f),
new MultiSound.Sound("flipperFlop/attention/attention6", beat + 2.5f), new MultiSound.Sound("flipperFlop/attention/attention6", beat + 2.5f),
new MultiSound.Sound("flipperFlop/attention/attention7", beat + (remix5 ? 2f : 3f)), new MultiSound.Sound("flipperFlop/attention/attention7", beat + (remix5 ? 2f : 3f), 1, 1, false, 0.025f),
}, forcePlay: true); }, forcePlay: true);
} }
if (GameManager.instance.currentGame == "flipperFlop") if (GameManager.instance.currentGame == "flipperFlop")
@ -887,23 +887,113 @@ namespace HeavenStudio.Games
{ {
MultiSound.Play(new MultiSound.Sound[] MultiSound.Play(new MultiSound.Sound[]
{ {
new MultiSound.Sound($"flipperFlop/count/flipperRollCountNow", beat), new MultiSound.Sound($"flipperFlop/count/flipperRollCountNow", beat, 1, 1, false, 0.037f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f), new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f), new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountC", beat + 1f), new MultiSound.Sound($"flipperFlop/count/flipperRollCountC", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true); }, forcePlay: true);
} }
else else if (amount == 1)
{ {
MultiSound.Play(new MultiSound.Sound[] MultiSound.Play(new MultiSound.Sound[]
{ {
new MultiSound.Sound($"flipperFlop/count/flipperRollCount{amount}", beat), new MultiSound.Sound($"flipperFlop/count/flipperRollCount1", beat, 1, 1, false, 0.003f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f), new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f), new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountC", beat + 1f), new MultiSound.Sound($"flipperFlop/count/flipperRollCountC", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 2)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount2", beat, 1, 1, false, 0.02f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 3)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount3", beat, 1, 1, false, 0.02f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 4)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount4", beat, 1, 1, false, 0.035f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 5)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount5", beat, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 6)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount6", beat, 1, 1, false, 0.06f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 7)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount7", beat, 1, 1, false, 0.03f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCount7B", beat + 0.25f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 8)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount8", beat, 1, 1, false, 0.008f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 9)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount9", beat, 1, 1, false, 0.02f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 10)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount10", beat, 1, 1, false, 0.01f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true); }, forcePlay: true);
} }
if (GameManager.instance.currentGame == "flipperFlop") if (GameManager.instance.currentGame == "flipperFlop")
{ {
instance.FlipperRollVoiceLineAnimation(beat); instance.FlipperRollVoiceLineAnimation(beat);