mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-08 10:45:09 +00:00
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:
parent
1918097ec5
commit
e4a9bca393
3 changed files with 852 additions and 55 deletions
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@ -226,8 +226,12 @@ namespace HeavenStudio.Games
|
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
|
||||
ChangeEmotion(Characters.Girl, Faces.Sad);
|
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sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
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SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2);
|
||||
SoundByte.PlayOneShot("miss");
|
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SoundByte.PlayOneShotGame("dressYourBest/whiff_hit");
|
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// SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2);
|
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// SoundByte.PlayOneShot("miss");
|
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if (conductor.songPositionInBeatsAsDouble >= startIntervalEndBeat) {
|
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hasMissed = true;
|
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}
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}
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}
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||||
|
@ -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;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue