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Added generic Applause sound
Cleaned up Mr. Upbeat and Drumming Practice sounds as a result
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parent
5e99329e1d
commit
f971cba1be
10 changed files with 60 additions and 15 deletions
BIN
Assets/Resources/Sfx/applause.ogg
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Assets/Resources/Sfx/applause.ogg
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 0a36856eb4188e9448f3daeb02632748
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guid: c86bb199b366fb345b66a429c88e7bbf
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AudioImporter:
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externalObjects: {}
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serializedVersion: 6
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Assets/Resources/Sfx/games/drummingPractice/hit.wav
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Assets/Resources/Sfx/games/drummingPractice/hit.wav
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Assets/Resources/Sfx/games/drummingPractice/hit.wav.meta
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Assets/Resources/Sfx/games/drummingPractice/hit.wav.meta
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@ -0,0 +1,22 @@
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fileFormatVersion: 2
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guid: 9a2262c26722c574bb3f347bdb19f534
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AudioImporter:
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externalObjects: {}
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serializedVersion: 6
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defaultSettings:
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loadType: 0
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sampleRateSetting: 0
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sampleRateOverride: 44100
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compressionFormat: 1
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quality: 1
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conversionMode: 0
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platformSettingOverrides: {}
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forceToMono: 0
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normalize: 1
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preloadAudioData: 1
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loadInBackground: 0
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ambisonic: 0
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3D: 1
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -33,7 +33,7 @@ namespace RhythmHeavenMania.Games.DrummingPractice
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{
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if (player && PlayerInput.Pressed())
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{
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Hit(false);
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Hit(false, false);
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}
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}
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@ -57,8 +57,16 @@ namespace RhythmHeavenMania.Games.DrummingPractice
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animator.Play("PrepareRight", 0, 0);
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}
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public void Hit(bool hit)
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public void Hit(bool hit, bool applause, bool force = false)
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{
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if(player && force)
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{
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if (hit)
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HitSound(applause);
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else
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MissSound();
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}
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if (!hitting)
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{
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if (count % 2 == 0)
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@ -67,18 +75,29 @@ namespace RhythmHeavenMania.Games.DrummingPractice
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animator.Play("HitRight", 0, 0);
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count++;
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if (player)
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if (player && !force)
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{
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if (hit)
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Jukebox.PlayOneShotGame("drummingPractice/hit");
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HitSound(applause);
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else
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Jukebox.PlayOneShotGame("drummingPractice/miss");
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MissSound();
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}
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hitting = true;
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}
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}
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private void HitSound(bool applause)
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{
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Jukebox.PlayOneShotGame("drummingPractice/hit");
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if (applause) Jukebox.PlayOneShot("applause");
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}
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private void MissSound()
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{
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Jukebox.PlayOneShotGame("drummingPractice/miss");
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}
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public void EndHit()
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{
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hitting = false;
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@ -9,6 +9,7 @@ namespace RhythmHeavenMania.Games.DrummingPractice
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public class DrummerHit : PlayerActionObject
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{
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public float startBeat;
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public bool applause = true;
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private bool hit = false;
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private bool hasHit = false;
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@ -35,8 +36,8 @@ namespace RhythmHeavenMania.Games.DrummingPractice
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if (!hit && Conductor.instance.GetPositionFromBeat(startBeat, 1) >= 1)
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{
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Jukebox.PlayOneShotGame("drummingPractice/drum");
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DrummingPractice.instance.leftDrummer.Hit(true);
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DrummingPractice.instance.rightDrummer.Hit(true);
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DrummingPractice.instance.leftDrummer.Hit(true, false);
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DrummingPractice.instance.rightDrummer.Hit(true, false);
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hit = true;
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if (hasHit) CleanUp();
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}
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@ -60,7 +61,7 @@ namespace RhythmHeavenMania.Games.DrummingPractice
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{
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if (!hasHit)
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{
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DrummingPractice.instance.player.Hit(_hit);
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DrummingPractice.instance.player.Hit(_hit, applause, true);
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DrummingPractice.instance.SetFaces(_hit ? 1 : 2);
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hasHit = true;
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@ -70,7 +70,7 @@ namespace RhythmHeavenMania.Games.DrummingPractice
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rightDrummer.Bop();
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}
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public void Prepare(float beat)
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public void Prepare(float beat, bool applause)
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{
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int type = count % 2;
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player.Prepare(type);
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@ -86,6 +86,7 @@ namespace RhythmHeavenMania.Games.DrummingPractice
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hit.SetActive(true);
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DrummerHit h = hit.GetComponent<DrummerHit>();
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h.startBeat = beat;
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h.applause = applause;
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}
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public void SetFaces(int type)
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@ -84,10 +84,9 @@ namespace RhythmHeavenMania.Games.MrUpbeat
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public void Ding(bool applause)
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{
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if(applause)
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Jukebox.PlayOneShotGame("mrUpbeat/applause");
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else
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Jukebox.PlayOneShotGame("mrUpbeat/ding");
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Jukebox.PlayOneShotGame("mrUpbeat/ding");
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if (applause)
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Jukebox.PlayOneShot("applause");
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}
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public void Beat(float beat)
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@ -391,7 +391,10 @@ namespace RhythmHeavenMania
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new Minigame("drummingPractice", "Drumming Practice", "2BCF33", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length); }, 0.5f, true),
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new GameAction("drum", delegate { DrummingPractice.instance.Prepare(eventCaller.currentEntity.beat); }, 2f),
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new GameAction("drum", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.Prepare(e.beat, e.toggle); }, 2f, parameters: new List<Param>()
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{
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new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
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}),
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new GameAction("set mii", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e.type, e.toggle); }, 0.5f, parameters: new List<Param>()
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{
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new Param("type", DrummingPractice.MiiType.GuestA, "Mii", "The Mii that the player will control"),
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