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a/Assets/Resources/Sprites/Games/SumoBrothers/Animations/SumoBrothers/Heads/SumoHead.controller b/Assets/Resources/Sprites/Games/SumoBrothers/Animations/SumoBrothers/Heads/SumoPHead.controller similarity index 99% rename from Assets/Resources/Sprites/Games/SumoBrothers/Animations/SumoBrothers/Heads/SumoHead.controller rename to Assets/Resources/Sprites/Games/SumoBrothers/Animations/SumoBrothers/Heads/SumoPHead.controller index 03676a56..99aeb7cc 100644 --- a/Assets/Resources/Sprites/Games/SumoBrothers/Animations/SumoBrothers/Heads/SumoHead.controller +++ b/Assets/Resources/Sprites/Games/SumoBrothers/Animations/SumoBrothers/Heads/SumoPHead.controller @@ -396,7 +396,7 @@ AnimatorController: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: SumoHead + m_Name: SumoPHead serializedVersion: 5 m_AnimatorParameters: [] m_AnimatorLayers: diff --git 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0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -535,8 +535,8 @@ TextureImporter: weights: [] secondaryTextures: [] nameFileIdTable: - background: -8551528264012278953 backgroundGlow: -2768974374605152282 + backgroundold: -8551528264012278953 bgGreatWave: 1525428153 bgOtaniOniji: -1998133883 ground: 4054221790298107953 diff --git a/Assets/Resources/Sprites/Games/SumoBrothers/sumou_bg_alt.png b/Assets/Resources/Sprites/Games/SumoBrothers/sumou_bg_alt.png index dd26e6ba..ae1ebf80 100644 Binary files a/Assets/Resources/Sprites/Games/SumoBrothers/sumou_bg_alt.png and b/Assets/Resources/Sprites/Games/SumoBrothers/sumou_bg_alt.png differ diff --git a/Assets/Resources/Sprites/Games/SumoBrothers/sumou_bg_alt.png.meta b/Assets/Resources/Sprites/Games/SumoBrothers/sumou_bg_alt.png.meta index 8845e9b9..985bb7c1 100644 --- a/Assets/Resources/Sprites/Games/SumoBrothers/sumou_bg_alt.png.meta +++ b/Assets/Resources/Sprites/Games/SumoBrothers/sumou_bg_alt.png.meta @@ -146,6 +146,27 @@ TextureImporter: indices: edges: [] weights: [] + - serializedVersion: 2 + name: background + rect: + serializedVersion: 2 + x: 88 + y: 80 + width: 128 + height: 1060 + alignment: 0 + pivot: {x: 0, y: 0} + border: {x: 0, y: 0, z: 0, w: 0} + outline: [] + physicsShape: [] + tessellationDetail: 0 + bones: [] + spriteID: 5db9ab8958cda124b81170cef5b71a7d + internalID: 1292925404 + vertices: [] + indices: + edges: [] + weights: [] outline: [] physicsShape: [] bones: [] @@ -157,6 +178,7 @@ TextureImporter: weights: [] secondaryTextures: [] nameFileIdTable: + background: 1292925404 bgGreatWaveAlt: -777139864 bgOtaniOnijiAlt: 1714080886 spritePackingTag: diff --git a/Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs b/Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs index 979a6fd8..fc0c6cd2 100644 --- a/Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs +++ b/Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs @@ -30,6 +30,7 @@ using System; using System.Collections.Generic; using System.Linq; using UnityEngine; +using DG.Tweening; namespace HeavenStudio.Games.Loaders { @@ -77,7 +78,7 @@ namespace HeavenStudio.Games.Loaders new Param("direction", SumoBrothers.StompDirection.Automatic, "Stomp Direction", "Which direction the Sumo Brothers will begin stomping in."), }, inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!e["mute"]) { SumoBrothers.StompSignalSound(e.beat);} }, - defaultLength = 4f, + defaultLength = 4f, priority = 4 }, @@ -106,7 +107,7 @@ namespace HeavenStudio.Games.Loaders new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.PoseType.Finale, new string[] { "throw" }) }), new Param("throw", true, "Throw Glasses", "If the Blue Sumo Brother will throw his glasses on a successful input."), - new Param("alternate", true, "Alternate Background", "Alternates between which of the backgrounds appear on a successful input.", new List() + new Param("alternate", true, "Alternate Background", "Alternates between which of the backgrounds appear on a successful input. Persists between game switches.", new List() { new Param.CollapseParam((x, _) => !(bool)x, new string[] { "bg" }) }), @@ -117,6 +118,22 @@ namespace HeavenStudio.Games.Loaders priority = 2 }, + new GameAction("background color", "Background Appearance") + { + function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.BackgroundColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); }, + defaultLength = 0.5f, + resizable = true, + parameters = new List() + { + new Param("colorFrom", SumoBrothers.defaultBgTopColor, "Color A Start", "Set the top-most color of the background gradient at the start of the event."), + new Param("colorTo", SumoBrothers.defaultBgTopColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."), + new Param("colorFrom2", SumoBrothers.defaultBgBtmColor, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."), + new Param("colorTo2", SumoBrothers.defaultBgBtmColor, "Color B End", "Set the bottom-most color of the background gradient at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") + + }, + }, + new GameAction("look", "Look at Camera") { function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.LookAtCamera(e.beat, e.length); }, @@ -128,10 +145,42 @@ namespace HeavenStudio.Games.Loaders resizable = true }, + new GameAction("forceinput", "Force Slapping / Stomping") + { + preFunction = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.ForceInputs(e.beat, e.length, e["type"], e["direction"], e["center"], e["switch"], e["prepare"]); }, + parameters = new List() + { + new Param("type", SumoBrothers.ForceInputType.Slap, "Input Type", "Will the Sumo Brothers Slap or Stomp?", new List() + { + new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.ForceInputType.Slap, new string[] { "switch" }), + new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.ForceInputType.Stomp, new string[] { "direction", "center" }) + }), + new Param("direction", SumoBrothers.StompDirection.Automatic, "Stomp Direction", "Which direction the Sumo Brothers will begin stomping in."), + new Param("center", false, "Center Stomp", "The Sumo Brothers' first stomp will be toward the middle before resuming the direction selected above. Has no ready animation."), + new Param("switch", false, "Transition to Stomp", "The Sumo Brothers will play an alternate slap animation to signify transitioning into a stomp for the last slap."), + new Param("prepare", true, "Prepare Animation", "If the Sumo Brothers shall play the starting prepare animation."), + }, + defaultLength = 1f, + resizable = true, + preFunctionLength = 1, + + }, + + /*new GameAction("inusoundslol", "Inu Sounds (Only here because I can't build the damn asset bundles without everything breaking)") + { + function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.InuSoundsLol(e.beat, e["type"]); }, + parameters = new List() + { + new Param("type", new EntityTypes.Integer(0, 1, 0), "sound", "i am so desperate to get my showcase thingy out lol."), + }, + defaultLength = 1.69f, + },*/ + }, - new List() { "ctr", "keep" }, + // Sumo asset bundles are really bugged for some reason, having almost all the head animations break + //new List() { "ctr", "keep" }, //"ctrsumou", "en", - //new List() { }, + new List() { }, chronologicalSortKey: 31 ); } @@ -143,6 +192,26 @@ namespace HeavenStudio.Games // using Scripts_SumoBrothers; public class SumoBrothers : Minigame { + private static Color _defaultBgTopColor; + public static Color defaultBgTopColor + { + get + { + ColorUtility.TryParseHtmlString("#FFFF02", out _defaultBgTopColor); + return _defaultBgTopColor; + } + } + + private static Color _defaultBgBtmColor; + public static Color defaultBgBtmColor + { + get + { + ColorUtility.TryParseHtmlString("#FFFF73", out _defaultBgBtmColor); + return _defaultBgBtmColor; + } + } + [Header("Animators")] [SerializeField] Animator inuSensei; [SerializeField] Animator sumoBrotherP; @@ -155,6 +224,26 @@ namespace HeavenStudio.Games [SerializeField] Animator bgMove; [SerializeField] Animator bgStatic; + [Header("Background Colors")] + public Material backgroundMaterial; + public SpriteRenderer bgTop; + public SpriteRenderer bgBtm; + + // copypasted my stolen code from clap trap lmao + + // i stole these from rhythm tweezers lol + private double colorStartBeat = -1; + private float colorLength = 0f; + private Color colorTopStart; //obviously put to the default color of the game + private Color colorBtmStart; + private Color colorTopEnd; + private Color colorBtmEnd; + private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox + Tween bgColorTween; + + private SpriteRenderer backgroundTopColor; + private SpriteRenderer backgroundBtmColor; + [Header("Properties")] /*static List queuedInputs = new List(); public struct queuedSumoInputs @@ -222,7 +311,7 @@ namespace HeavenStudio.Games } private BGType bgType = BGType.None; - private BGType bgTypeNext = BGType.None; + static public BGType bgTypeNext = BGType.None; public enum StompDirection { @@ -231,6 +320,14 @@ namespace HeavenStudio.Games Right = 2, } + public enum ForceInputType + { + Stomp = 0, + Slap = 1, + //Pose? lolololololol + } + + private enum SumoState { Idle, @@ -278,7 +375,17 @@ namespace HeavenStudio.Games var beat = Conductor.instance.songPositionInBeatsAsDouble; - + backgroundMaterial.SetColor("_ColorAlpha", defaultBgTopColor); + backgroundMaterial.SetColor("_ColorDelta", defaultBgBtmColor); + + bgTop.color = defaultBgTopColor; + bgBtm.color = defaultBgBtmColor; + + colorTopStart = defaultBgTopColor; + colorTopEnd = defaultBgTopColor; + + colorBtmStart = defaultBgBtmColor; + colorBtmEnd = defaultBgBtmColor; } void OnDestroy() @@ -330,10 +437,13 @@ namespace HeavenStudio.Games } StompShake(); + BackgroundColorUpdate(); } public override void OnGameSwitch(double beat) // stole code from manzai { + FindNextGameswitchBeat(beat); + foreach(var entity in GameManager.instance.Beatmap.Entities) { if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine. @@ -345,15 +455,14 @@ namespace HeavenStudio.Games continue; } bool isOnGameSwitchBeat = entity.beat == beat; - if(entity.datamodel == "sumoBrothers/stompSignal") {StompSignal(entity.beat, true, true, entity["look"], entity["StompDirection"]);} + if(entity.datamodel == "sumoBrothers/stompSignal") {StompSignal(entity.beat, true, true, entity["look"], entity["direction"]);} if(entity.datamodel == "sumoBrothers/slapSignal") {SlapSignal(entity.beat, true, true);} } - - FindNextGameswitchBeat(beat); } public override void OnPlay(double beat) { + bgTypeNext = BGType.None; FindNextGameswitchBeat(beat); } @@ -485,6 +594,7 @@ namespace HeavenStudio.Games int stompType = 1; bool startingLeftAfterTransition = false; + bool prepareAnimation = true; if (startingDirection == 1) { @@ -498,11 +608,14 @@ namespace HeavenStudio.Games if (sumoStatePrevious == SumoState.Slap) { stompType = 3; + prepareAnimation = false; + } else if (sumoStatePrevious == SumoState.Pose) { stompType = 4; + prepareAnimation = false; } - StompRecursive(beat + 3, 1, stompType, startingLeftAfterTransition); + StompRecursive(beat + 3, 1, stompType, startingLeftAfterTransition, false, prepareAnimation); } @@ -515,15 +628,25 @@ namespace HeavenStudio.Games }, forcePlay: true); } - private void StompRecursive(double beat, double remaining, int type, bool startingLeftAfterTransition) + private void StompRecursive(double beat, double remaining, int type, bool startingLeftAfterTransition, bool autoDecreaseRemaining, bool prepareAnimation) { - if (sumoState != SumoState.Stomp) { remaining -= 1; } + if (sumoState != SumoState.Stomp || autoDecreaseRemaining) { remaining -= 1; } if (beat >= nextGameswitchBeat - 1) { remaining = 0; } if (remaining <= 0) { return; } if (type == 3) { // Stomp Animation - Transition from Slapping to Stomping + if (prepareAnimation) + { + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), + }); + } BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { sumoStompDir = true; }), @@ -550,38 +673,53 @@ namespace HeavenStudio.Games new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} }) }); } else if (type == 1) { // Stomp Animation - Left Stomp + if (prepareAnimation) + { + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), + }); + } BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Stomp; }), new BeatAction.Action(beat, delegate { sumoStompDir = true; }), - new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), - new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }), - new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }), - new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), + new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompR", 0.5f); }), new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} }) }); } else if (type == 2) { // Stomp Animation - Right Stomp + if (prepareAnimation) + { + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), + }); + } BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Stomp; }), new BeatAction.Action(beat, delegate { sumoStompDir = false; }), - new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }), - new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), - new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }), - new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), + new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompL", 0.5f); }), new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} }) }); } - if (type == 2 || startingLeftAfterTransition == true) {type = 1;} else { type = 2; } + if (type == 2) {type = 1;} else { type = 2; } + if (startingLeftAfterTransition && type == 3) {type = 1;} var stompInput = ScheduleInput(beat , 1, InputAction_BasicPress, StompHit, StompMiss, Nothing); BeatAction.New(instance, new List() { - new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining, type, false); }) + new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining, type, false, autoDecreaseRemaining, true); }) }); stompInput.IsHittable = () => { @@ -638,7 +776,7 @@ namespace HeavenStudio.Games sumoStatePrevious = sumoState; sumoState = SumoState.Slap; - SlapRecursive(beat + 4, 4); + SlapRecursive(beat + 4, 4, false, false); BeatAction.New(instance, new List() { @@ -658,25 +796,28 @@ namespace HeavenStudio.Games }, forcePlay: true); } - private void SlapRecursive(double beat, double remaining) + private void SlapRecursive(double beat, double remaining, bool autoDecreaseRemaining, bool slapSwitch) { - if (sumoState != SumoState.Slap) {remaining -= 1; } + if (sumoState != SumoState.Slap || autoDecreaseRemaining) {remaining -= 1; } if (remaining <= 0) { return; } - if (remaining == 1 && sumoState == SumoState.Stomp) { - BeatAction.New(instance, new List() + if (remaining <= 1) { + if (sumoState == SumoState.Stomp || slapSwitch) { - new BeatAction.Action(beat - 0.5, delegate { sumoSlapDir = 2; }) - }); + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat - 0.5, delegate { sumoSlapDir = 2; }) + }); } + } ScheduleInput(beat - 1, 1, InputAction_BasicPress, SlapHit, SlapMiss, Nothing); if (beat >= nextGameswitchBeat - 1) { remaining = 0; } BeatAction.New(instance, new List() { - new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining); }) + new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining, autoDecreaseRemaining, slapSwitch); }) }); @@ -1067,6 +1208,101 @@ namespace HeavenStudio.Games camera.position = new Vector3(newPosX, 0, 0); //print("cX: " + cameraX + " cXN: " + cameraXNew + "nPX: " + newPosX + "sSL: " + stompShakeLength); //print("cX: " + cameraX + " cXN: " + cameraXNew + " jSB: " + justStompBeat + " sST: " + stompShakeTimings + " sSV: " + stompShakeValues); + } else { + camera.position = new Vector3(0, 0, 0); + } + } + + public void BackgroundColor(double beat, float length, Color startTop, Color endTop, Color startBtm, Color endBtm, int ease) + { + colorStartBeat = beat; + colorLength = length; + colorTopStart = startTop; + colorTopEnd = endTop; + colorBtmStart = startBtm; + colorBtmEnd = endBtm; + colorEase = (Util.EasingFunction.Ease)ease; + } + + // more stolen code that i took from clap trap lmao + + private void BackgroundColorUpdate() // stolen from tweezers too lol + { + float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength)); + + var func = Util.EasingFunction.GetEasingFunction(colorEase); + + float newRT = func(colorTopStart.r, colorTopEnd.r, normalizedBeat); + float newGT = func(colorTopStart.g, colorTopEnd.g, normalizedBeat); + float newBT = func(colorTopStart.b, colorTopEnd.b, normalizedBeat); + + float newRB = func(colorBtmStart.r, colorBtmEnd.r, normalizedBeat); + float newGB = func(colorBtmStart.g, colorBtmEnd.g, normalizedBeat); + float newBB = func(colorBtmStart.b, colorBtmEnd.b, normalizedBeat); + + bgTop.color = new Color(newRT, newGT, newBT); + bgBtm.color = new Color(newRB, newGB, newBB); + backgroundMaterial.SetColor("_ColorAlpha", new Color(newRT, newGT, newBT)); + backgroundMaterial.SetColor("_ColorDelta", new Color(newRB, newGB, newBB)); + } + + public void ForceInputs(double beat, float length, int forceInputType, int startingDirection, bool startCenter, bool slapSwitch, bool prepareAnimation) + { + if (forceInputType == 0) + { + int stompType = 1; + bool startingLeftAfterTransition = false; + + if (startingDirection == 1) + { + startingLeftAfterTransition = true; + } + + if (startingDirection == 2) + { + stompType = 2; + } + + if (startCenter) + { + stompType = 3; + } + + var stompAmount = (length + 1) / 2; + StompRecursive(beat - 1, stompAmount + 1, stompType, startingLeftAfterTransition, true, prepareAnimation); + } else if (forceInputType == 1) { + + var slapAmount = length + 1; + sumoSlapDir = 0; + SlapRecursive(beat, slapAmount, true, slapSwitch); + + if (prepareAnimation) + { + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat - 1, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoSlapPrepare",0.5f); }), + new BeatAction.Action(beat - 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoSlapPrepare",0.5f); }), + new BeatAction.Action(beat - 1, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlap", 0.5f); }), + new BeatAction.Action(beat - 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlap", 0.5f); }) + }); + } + + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Slap; }) + }); + } + + } + + public void InuSoundsLol(double beat, int sound) + { + if (sound == 0) + { + SoundByte.PlayOneShotGame("sumoBrothers/stompSignal"); + } else if (sound == 1) + { + SoundByte.PlayOneShotGame("sumoBrothers/slapSignal"); } } diff --git a/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset b/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset index 822ed0c9..1a5b7281 100644 --- a/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset +++ b/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset @@ -131,5 +131,8 @@ MonoBehaviour: - Assets/Scripts/Games/ChargingChicken/ChargingChicken.cs - Assets/Scripts/Games/Kitties/CtrTeppanPlayer.cs - Assets/X-PostProcessing/Effects/PixelizeLed/PixelizeLed.cs + - Assets/Scripts/Games/Chameleon/Fly.cs + - Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs + - Assets/Scripts/Games/Chameleon/Chameleon.cs PathsToSkipImportEvent: [] PathsToIgnoreOverwriteSettingOnAttribute: []