diff --git a/Assets/Scripts/Games/CoinToss/CoinToss.cs b/Assets/Scripts/Games/CoinToss/CoinToss.cs index 8418665a..d3b45b90 100644 --- a/Assets/Scripts/Games/CoinToss/CoinToss.cs +++ b/Assets/Scripts/Games/CoinToss/CoinToss.cs @@ -20,7 +20,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 7, parameters = new List() { - new Param("type", CoinToss.CoinVariation.Default, "Variation", "Special Coin Variations"), + new Param("type", CoinToss.CoinVariation.Default, "Variation", "Special Coin Variations"), new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"), } }, @@ -168,21 +168,21 @@ namespace HeavenStudio.Games switch (type) { case (int) CoinToss.CoinVariation.Cowbell: - //this was intentional. it was to avoid the throw and cowbells to go offbeat. - Jukebox.PlayOneShotGame("coinToss/cowbell1"); - MultiSound.Play(new MultiSound.Sound[] { + //this was intentional. it was to avoid the throw and cowbells to go offbeat. + Jukebox.PlayOneShotGame("coinToss/cowbell1"); + MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("coinToss/cowbell2", beat + 1f, offset: 0.01f), new MultiSound.Sound("coinToss/cowbell1", beat + 2f, offset: 0.01f), new MultiSound.Sound("coinToss/cowbell2", beat + 3f, offset: 0.01f), - new MultiSound.Sound("coinToss/cowbell1", beat + 4f, offset: 0.01f), + new MultiSound.Sound("coinToss/cowbell1", beat + 4f, offset: 0.01f), new MultiSound.Sound("coinToss/cowbell2", beat + 5f, offset: 0.01f), - new MultiSound.Sound("coinToss/cowbell1", beat + 6f, offset: 0.01f), + new MultiSound.Sound("coinToss/cowbell1", beat + 6f, offset: 0.01f), }); - break; - default: - break; - } - + break; + default: + break; + } + this.audienceReacting = audienceReacting; coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty); diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index d9179cc7..bd4d177e 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -155,9 +155,9 @@ namespace HeavenStudio.Games { Jukebox.PlayOneShot("miss"); Sarge.DoScaledAnimationAsync("Anger", 0.5f); - Steam.DoScaledAnimationAsync("Steam", 0.5f); - - marchPlayerCount += 1; + Steam.DoScaledAnimationAsync("Steam", 0.5f); + + marchPlayerCount += 1; var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL"); Jukebox.PlayOneShotGame("marchingOrders/step1"); @@ -244,7 +244,7 @@ namespace HeavenStudio.Games switch (type) { case (int) MarchingOrders.DirectionFaceTurn.Left: - //ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty); + //ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty); MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat), new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),