mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
3cdb63917e
* play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
104 lines
No EOL
3.5 KiB
C#
104 lines
No EOL
3.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games
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{
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public class SoundEffects : MonoBehaviour
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{
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public enum CountNumbers { One, Two, Three, Four }
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// public readonly static string[] countNames = { "one", "two", "one", "two", "three", "four" };
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public readonly static string[] countNames = { "one", "two", "one", "two", "three", "four" };
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public readonly static float[] timings = { 0f, 2f, 4f, 5f, 6f, 7f };
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public enum CountInType { Normal, Alt, Cowbell }
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public static string GetCountInSound(int type)
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{
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return (CountInType)type switch {
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CountInType.Normal => "1",
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CountInType.Alt => "2",
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CountInType.Cowbell or _ => "cowbell",
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};
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}
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public static void PreloadCounts()
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{
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foreach (string load in new string[] { "one", "two", "three", "four", "cowbell", "ready1", "ready2" })
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{
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SoundByte.PreloadAudioClipAsync(load);
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}
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}
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public static void CountIn(double beat, float length, bool alt, bool go)
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{
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PreloadCounts();
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string countType = alt ? "2" : "1";
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double startBeat = beat + length - 8;
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List<MultiSound.Sound> sfx = new();
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for (int i = 0; i < countNames.Length; i++) {
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if (startBeat + timings[i] >= beat) {
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sfx.Add(new MultiSound.Sound("count-ins/" + countNames[i] + countType, startBeat + timings[i]));
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}
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}
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if (go) sfx[^1].name = "count-ins/go" + countType;
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MultiSound.Play(sfx, false);
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}
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public static void FourBeatCountIn(double beat, float length, int type)
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{
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PreloadCounts();
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string countType = GetCountInSound(type);
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List<MultiSound.Sound> sfx = new();
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for (int i = 0; i < 4; i++) {
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sfx.Add(new MultiSound.Sound("count-ins/" + countNames[i + 2] + countType, beat + (i * length)));
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}
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MultiSound.Play(sfx, false);
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}
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public static void EightBeatCountIn(double beat, float length, int type)
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{
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PreloadCounts();
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string[] sounds = { "one", "two", "one", "two", "three", "four" };
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string sound = GetCountInSound(type);
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List<MultiSound.Sound> sfx = new();
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for (int i = 0; i < sounds.Length; i++) {
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sfx.Add(new MultiSound.Sound("count-ins/" + sounds[i] + sound, beat + (timings[i] * length)));
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}
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MultiSound.Play(sfx, false);
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}
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public static void Count(int type, bool alt)
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{
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SoundByte.PlayOneShot("count-ins/" + (CountNumbers)type + (!alt ? "1" : "2"));
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}
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public static void Cowbell()
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{
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SoundByte.PlayOneShot("count-ins/cowbell");
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}
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public static void Ready(double beat, float length)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("count-ins/ready1", beat),
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new MultiSound.Sound("count-ins/ready2", beat + (1f * length)),
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}, false);
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}
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public static void And()
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{
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SoundByte.PlayOneShot("count-ins/and");
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}
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public static void Go(bool alt)
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{
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SoundByte.PlayOneShot("count-ins/go" + (!alt ? "1" : "2"));
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}
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}
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} |