mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
Coin Toss - Improvement
- imported sofuto's textures - tweaked animation errors - added a new cowbell variation - marching orders nonsense??
This commit is contained in:
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17 changed files with 639 additions and 277 deletions
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@ -238,10 +250,10 @@ TextureImporter:
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@ -259,10 +271,10 @@ TextureImporter:
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@ -280,10 +292,10 @@ TextureImporter:
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@ -301,10 +313,10 @@ TextureImporter:
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|
@ -16,10 +16,11 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new GameAction("toss", "Toss Coin")
|
||||
{
|
||||
function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"]); },
|
||||
function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], eventCaller.currentEntity["toggle"]); },
|
||||
defaultLength = 7,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", CoinToss.CoinVariation.Default, "Variation", "Special Coin Variations"),
|
||||
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
|
||||
}
|
||||
},
|
||||
|
@ -130,6 +131,12 @@ namespace HeavenStudio.Games
|
|||
|
||||
public PlayerActionEvent coin;
|
||||
|
||||
public enum CoinVariation
|
||||
{
|
||||
Default,
|
||||
Cowbell,
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
|
@ -148,7 +155,7 @@ namespace HeavenStudio.Games
|
|||
//nothing
|
||||
}
|
||||
|
||||
public void TossCoin(float beat, bool audienceReacting)
|
||||
public void TossCoin(float beat, int type, bool audienceReacting)
|
||||
{
|
||||
if (coin != null) return;
|
||||
|
||||
|
@ -158,6 +165,23 @@ namespace HeavenStudio.Games
|
|||
//Game state says the hand is throwing the coin
|
||||
isThrowing = true;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case (int) CoinToss.CoinVariation.Cowbell:
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("coinToss/cowbell1", beat),
|
||||
new MultiSound.Sound("coinToss/cowbell2", beat + 1f),
|
||||
new MultiSound.Sound("coinToss/cowbell1", beat + 2f),
|
||||
new MultiSound.Sound("coinToss/cowbell2", beat + 3f),
|
||||
new MultiSound.Sound("coinToss/cowbell1", beat + 4f),
|
||||
new MultiSound.Sound("coinToss/cowbell2", beat + 5f),
|
||||
new MultiSound.Sound("coinToss/cowbell1", beat + 6f),
|
||||
});
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
this.audienceReacting = audienceReacting;
|
||||
|
||||
coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
|
||||
|
|
|
@ -25,45 +25,45 @@ namespace HeavenStudio.Games.Loaders
|
|||
return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); },
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); },
|
||||
defaultLength = 1f,
|
||||
resizable = true
|
||||
},
|
||||
|
||||
new GameAction("marching", "Cadets March")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.CadetsMarch(e.beat, e.length); },
|
||||
resizable = true
|
||||
},
|
||||
|
||||
new GameAction("marching", "Cadets March")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.CadetsMarch(e.beat, e.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = true
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
|
||||
new GameAction("attention", "Attention...")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); },
|
||||
defaultLength = 2.25f,
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); },
|
||||
defaultLength = 2.25f,
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}
|
||||
},
|
||||
|
||||
new GameAction("march", "March!")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); },
|
||||
defaultLength = 2f,
|
||||
|
||||
new GameAction("march", "March!")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); },
|
||||
defaultLength = 2f,
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);}
|
||||
},
|
||||
|
||||
new GameAction("halt", "Halt!")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); },
|
||||
defaultLength = 2f,
|
||||
},
|
||||
|
||||
new GameAction("halt", "Halt!")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); },
|
||||
defaultLength = 2f,
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.HaltSound(e.beat);}
|
||||
},
|
||||
|
||||
new GameAction("face turn", "Direction to Turn")
|
||||
|
||||
new GameAction("face turn", "Direction to Turn")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"]); },
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"]); },
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
|
||||
new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
|
||||
|
@ -79,36 +79,37 @@ namespace HeavenStudio.Games
|
|||
//using Scripts_MarchingOrders;
|
||||
public class MarchingOrders : Minigame
|
||||
{
|
||||
//code is just copied from other minigame code, i will polish them later
|
||||
[Header("References")]
|
||||
//code is just copied from other minigame code, i will polish them later
|
||||
[Header("References")]
|
||||
public Animator Sarge;
|
||||
public Animator Cadet1;
|
||||
public Animator Cadet2;
|
||||
public Animator Cadet3;
|
||||
public Animator CadetPlayer;
|
||||
public Animator CadetHead1;
|
||||
public Animator CadetHead2;
|
||||
public Animator CadetHead3;
|
||||
public Animator CadetHeadPlayer;
|
||||
|
||||
public Animator CadetPlayer;
|
||||
public Animator CadetHead1;
|
||||
public Animator CadetHead2;
|
||||
public Animator CadetHead3;
|
||||
public Animator CadetHeadPlayer;
|
||||
|
||||
public GameObject Player;
|
||||
|
||||
public GameEvent bop = new GameEvent();
|
||||
public GameEvent noBop = new GameEvent();
|
||||
public GameEvent marching = new GameEvent();
|
||||
|
||||
private int marchCount;
|
||||
private int turnLength;
|
||||
|
||||
|
||||
public GameEvent bop = new GameEvent();
|
||||
public GameEvent noBop = new GameEvent();
|
||||
public GameEvent marching = new GameEvent();
|
||||
|
||||
private int marchOtherCount;
|
||||
private int marchPlayerCount;
|
||||
private int turnLength;
|
||||
|
||||
public static MarchingOrders instance;
|
||||
|
||||
public enum DirectionFaceTurn
|
||||
{
|
||||
{
|
||||
Right,
|
||||
Left,
|
||||
}
|
||||
public enum FaceTurnLength
|
||||
{
|
||||
{
|
||||
Normal,
|
||||
Fast,
|
||||
}
|
||||
|
@ -122,50 +123,50 @@ namespace HeavenStudio.Games
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
var cond = Conductor.instance;
|
||||
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
{
|
||||
if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
|
||||
{
|
||||
if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length))
|
||||
Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
if (cond.ReportBeat(ref marching.lastReportedBeat, bop.startBeat % 1))
|
||||
|
||||
if (cond.ReportBeat(ref marching.lastReportedBeat, bop.startBeat % 1))
|
||||
{
|
||||
if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length)
|
||||
{
|
||||
marchCount += 1;
|
||||
var marchAnim = (marchCount % 2 != 0 ? "MarchR" : "MarchL");
|
||||
marchOtherCount += 1;
|
||||
var marchAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
|
||||
|
||||
Jukebox.PlayOneShotGame("marchingOrders/step1");
|
||||
Cadet1.DoScaledAnimationAsync(marchAnim, 0.5f);
|
||||
Cadet2.DoScaledAnimationAsync(marchAnim, 0.5f);
|
||||
Cadet3.DoScaledAnimationAsync(marchAnim, 0.5f);
|
||||
Cadet1.DoScaledAnimationAsync(marchAnim, 0.5f);
|
||||
Cadet2.DoScaledAnimationAsync(marchAnim, 0.5f);
|
||||
Cadet3.DoScaledAnimationAsync(marchAnim, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow())
|
||||
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow())
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public void Bop(float beat, float length)
|
||||
public void Bop(float beat, float length)
|
||||
{
|
||||
bop.length = length;
|
||||
bop.startBeat = beat;
|
||||
}
|
||||
|
||||
|
||||
public void CadetsMarch(float beat, float length)
|
||||
{
|
||||
marching.length = length;
|
||||
marching.startBeat = beat;
|
||||
marching.startBeat = beat;
|
||||
}
|
||||
|
||||
public void SargeAttention(float beat)
|
||||
|
@ -175,105 +176,107 @@ namespace HeavenStudio.Games
|
|||
new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f),
|
||||
new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
|
||||
}, forcePlay:true);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
});
|
||||
}
|
||||
|
||||
public void SargeMarch(float beat)
|
||||
|
||||
public void SargeMarch(float beat)
|
||||
{
|
||||
marchCount = 0;
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
marchOtherCount = 0;
|
||||
marchPlayerCount = 0;
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/march1", beat),
|
||||
new MultiSound.Sound("marchingOrders/march2", beat + 1f),
|
||||
}, forcePlay:true);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||
});
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||
});
|
||||
}
|
||||
|
||||
public void SargeHalt(float beat)
|
||||
public void SargeHalt(float beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/halt1", beat),
|
||||
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
|
||||
new MultiSound.Sound("marchingOrders/step1", beat + 1f),
|
||||
new MultiSound.Sound("marchingOrders/step1", beat + 1f),
|
||||
}, forcePlay:true);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("Halt", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("Halt", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("Halt", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("Halt", 0.5f);}),
|
||||
});
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("Halt", 0.5f);}),
|
||||
});
|
||||
}
|
||||
|
||||
public void SargeFaceTurn(float beat, int type, int type2)
|
||||
|
||||
public void SargeFaceTurn(float beat, int type, int type2)
|
||||
{
|
||||
switch (type2)
|
||||
{
|
||||
case (int) MarchingOrders.FaceTurnLength.Fast:
|
||||
turnLength = 0;
|
||||
break;
|
||||
default:
|
||||
turnLength = 1;
|
||||
break;
|
||||
switch (type2)
|
||||
{
|
||||
case (int) MarchingOrders.FaceTurnLength.Fast:
|
||||
turnLength = 0;
|
||||
break;
|
||||
default:
|
||||
turnLength = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
switch (type)
|
||||
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case (int) MarchingOrders.DirectionFaceTurn.Left:
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn4", beat + turnLength + 2f),
|
||||
}, forcePlay:true);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);}),
|
||||
});
|
||||
break;
|
||||
default:
|
||||
//ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f),
|
||||
}, forcePlay:true);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);}),
|
||||
});
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn4", beat + turnLength + 2f),
|
||||
}, forcePlay:true);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);}),
|
||||
});
|
||||
break;
|
||||
}
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
public static void AttentionSound(float beat)
|
||||
default:
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f),
|
||||
}, forcePlay:true);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);}),
|
||||
});
|
||||
break;
|
||||
}
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
public static void AttentionSound(float beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/attention1", beat),
|
||||
|
@ -281,16 +284,16 @@ namespace HeavenStudio.Games
|
|||
new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
|
||||
}, forcePlay:true);
|
||||
}
|
||||
|
||||
public static void MarchSound(float beat)
|
||||
|
||||
public static void MarchSound(float beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/march1", beat),
|
||||
new MultiSound.Sound("marchingOrders/march2", beat + 1f),
|
||||
}, forcePlay:true);
|
||||
}
|
||||
|
||||
public static void HaltSound(float beat)
|
||||
|
||||
public static void HaltSound(float beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/halt1", beat),
|
||||
|
|
Binary file not shown.
|
@ -1,9 +1,9 @@
|
|||
ManifestFileVersion: 0
|
||||
CRC: 2049244877
|
||||
CRC: 3145129048
|
||||
Hashes:
|
||||
AssetFileHash:
|
||||
serializedVersion: 2
|
||||
Hash: 1e93b5f219a06063ba1cdb3ac24c80fe
|
||||
Hash: accf70966bae19a4dbcad02679a20b19
|
||||
TypeTreeHash:
|
||||
serializedVersion: 2
|
||||
Hash: 1341d321cd8444a4f78a51a8a0c6daff
|
||||
|
@ -40,13 +40,10 @@ Assets:
|
|||
- Assets/Resources/Sprites/Games/CoinToss/Animations/Catch_success.anim
|
||||
- Assets/Resources/Sfx/games/coinToss/women_you.wav
|
||||
- Assets/Resources/Sprites/Games/CoinToss/Animations/Throw.anim
|
||||
- Assets/Resources/Sfx/games/coinToss/miss.wav
|
||||
- Assets/Resources/Sprites/Games/CoinToss/Animations/Idle.anim
|
||||
- Assets/Resources/Games/coinToss.prefab
|
||||
- Assets/Resources/Sfx/games/coinToss/applause.ogg
|
||||
- Assets/Resources/Sfx/games/coinToss/throw.wav
|
||||
- Assets/Resources/Sprites/Games/CoinToss/Animations/Pickup.anim
|
||||
- Assets/Resources/Sfx/games/coinToss/disappointed.ogg
|
||||
- Assets/Resources/Sfx/games/coinToss/catch.wav
|
||||
- Assets/Resources/Sprites/Games/CoinToss/Animations/Catch_empty.anim
|
||||
- Assets/Resources/Sprites/Games/CoinToss/sprsh_cointoss.png
|
||||
|
|
Loading…
Reference in a new issue