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SoundByte.PlayOneShotGame("dressYourBest/whiff_hit"); - // SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2); - // SoundByte.PlayOneShot("miss"); - if (conductor.songPositionInBeatsAsDouble >= startIntervalEndBeat) { - hasMissed = true; - } + SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2); + SoundByte.PlayOneShot("miss"); } } @@ -290,6 +286,8 @@ 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); } @@ -423,6 +421,8 @@ 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); @@ -447,7 +447,6 @@ namespace HeavenStudio.Games SetLightFromState(LightState.IdleOrListening); }) }); - hasMissed = false; } private int hitCount = 0; // resets every pass turn @@ -456,11 +455,10 @@ namespace HeavenStudio.Games private void OnHit(PlayerActionEvent caller, float state) { hitCount++; - SoundByte.PlayOneShotGame("dressYourBest/hit_1"); + SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2); 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; }