with that, it's Mostly done!!

shipping this to beam now, gonna make some additions/fixes while that's happening
This commit is contained in:
AstrlJelly 2024-06-07 20:01:37 -04:00
parent 62ebea8411
commit 463637c1e4
3 changed files with 852 additions and 55 deletions

View file

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View file

@ -226,8 +226,12 @@ namespace HeavenStudio.Games
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
ChangeEmotion(Characters.Girl, Faces.Sad);
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2);
SoundByte.PlayOneShot("miss");
SoundByte.PlayOneShotGame("dressYourBest/whiff_hit");
// SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2);
// SoundByte.PlayOneShot("miss");
if (conductor.songPositionInBeatsAsDouble >= startIntervalEndBeat) {
hasMissed = true;
}
}
}
@ -286,8 +290,6 @@ namespace HeavenStudio.Games
private void SetLightFromState(LightState state)
{
ColorPair colorPair = lightStates[(int)state];
// lightRenderer.material.SetColor("_ColorAlpha", colorPair.outside);
// lightRenderer.material.SetColor("_ColorBravo", colorPair.inside);
lightRenderer.material.SetColor("_ColorAlpha", colorPair.inside);
lightRenderer.material.SetColor("_ColorBravo", colorPair.outside);
}
@ -421,8 +423,6 @@ namespace HeavenStudio.Games
public void IntervalReact(double beat, float length)
{
hasMissed = false;
Faces reaction = HasMissed ? Faces.Sad : Faces.Happy;
ChangeEmotion(Characters.Monkey, reaction);
ChangeEmotion(Characters.Girl, reaction);
@ -447,6 +447,7 @@ namespace HeavenStudio.Games
SetLightFromState(LightState.IdleOrListening);
})
});
hasMissed = false;
}
private int hitCount = 0; // resets every pass turn
@ -455,10 +456,11 @@ namespace HeavenStudio.Games
private void OnHit(PlayerActionEvent caller, float state)
{
hitCount++;
SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2);
SoundByte.PlayOneShotGame("dressYourBest/hit_1");
SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false));
if (state is >= 1f or <= (-1f)) // barely
{
SoundByte.PlayOneShot("nearMiss", volume: 2);
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
hasMissed = true;
}