Coin Toss - Improvement

- imported sofuto's textures
- tweaked animation errors
- added a new cowbell variation
- marching orders nonsense??
This commit is contained in:
KrispyDotlessI
2022-09-10 20:56:26 +08:00
parent 95f1e19ea9
commit 287f8db6d1
22 changed files with 639 additions and 277 deletions

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@ -16,10 +16,11 @@ namespace HeavenStudio.Games.Loaders
{ {
new GameAction("toss", "Toss Coin") 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, defaultLength = 7,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", CoinToss.CoinVariation.Default, "Variation", "Special Coin Variations"),
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"), new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
} }
}, },
@ -130,6 +131,12 @@ namespace HeavenStudio.Games
public PlayerActionEvent coin; public PlayerActionEvent coin;
public enum CoinVariation
{
Default,
Cowbell,
}
private void Awake() private void Awake()
{ {
instance = this; instance = this;
@ -148,7 +155,7 @@ namespace HeavenStudio.Games
//nothing //nothing
} }
public void TossCoin(float beat, bool audienceReacting) public void TossCoin(float beat, int type, bool audienceReacting)
{ {
if (coin != null) return; if (coin != null) return;
@ -158,6 +165,23 @@ namespace HeavenStudio.Games
//Game state says the hand is throwing the coin //Game state says the hand is throwing the coin
isThrowing = true; 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; this.audienceReacting = audienceReacting;
coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty); coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);

View File

@ -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>() return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
{ {
new GameAction("bop", "Bop") 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, defaultLength = 1f,
resizable = true resizable = true
}, },
new GameAction("marching", "Cadets March") new GameAction("marching", "Cadets March")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.CadetsMarch(e.beat, e.length); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.CadetsMarch(e.beat, e.length); },
defaultLength = 4f, defaultLength = 4f,
resizable = true resizable = true
}, },
new GameAction("attention", "Attention...") new GameAction("attention", "Attention...")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); },
defaultLength = 2.25f, defaultLength = 2.25f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);} inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}
}, },
new GameAction("march", "March!") new GameAction("march", "March!")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); },
defaultLength = 2f, defaultLength = 2f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);} inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);}
}, },
new GameAction("halt", "Halt!") new GameAction("halt", "Halt!")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); },
defaultLength = 2f, defaultLength = 2f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.HaltSound(e.beat);} 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"]); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"]); },
defaultLength = 4f, defaultLength = 4f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"), 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"), new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
@ -79,36 +79,37 @@ namespace HeavenStudio.Games
//using Scripts_MarchingOrders; //using Scripts_MarchingOrders;
public class MarchingOrders : Minigame public class MarchingOrders : Minigame
{ {
//code is just copied from other minigame code, i will polish them later //code is just copied from other minigame code, i will polish them later
[Header("References")] [Header("References")]
public Animator Sarge; public Animator Sarge;
public Animator Cadet1; public Animator Cadet1;
public Animator Cadet2; public Animator Cadet2;
public Animator Cadet3; public Animator Cadet3;
public Animator CadetPlayer; public Animator CadetPlayer;
public Animator CadetHead1; public Animator CadetHead1;
public Animator CadetHead2; public Animator CadetHead2;
public Animator CadetHead3; public Animator CadetHead3;
public Animator CadetHeadPlayer; public Animator CadetHeadPlayer;
public GameObject Player; public GameObject Player;
public GameEvent bop = new GameEvent(); public GameEvent bop = new GameEvent();
public GameEvent noBop = new GameEvent(); public GameEvent noBop = new GameEvent();
public GameEvent marching = new GameEvent(); public GameEvent marching = new GameEvent();
private int marchCount; private int marchOtherCount;
private int turnLength; private int marchPlayerCount;
private int turnLength;
public static MarchingOrders instance; public static MarchingOrders instance;
public enum DirectionFaceTurn public enum DirectionFaceTurn
{ {
Right, Right,
Left, Left,
} }
public enum FaceTurnLength public enum FaceTurnLength
{ {
Normal, Normal,
Fast, Fast,
} }
@ -122,50 +123,50 @@ namespace HeavenStudio.Games
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{ {
if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length) if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
{ {
if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length)) if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length))
Cadet1.DoScaledAnimationAsync("Bop", 0.5f); Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
Cadet2.DoScaledAnimationAsync("Bop", 0.5f); Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
Cadet3.DoScaledAnimationAsync("Bop", 0.5f); Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
CadetPlayer.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) if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length)
{ {
marchCount += 1; marchOtherCount += 1;
var marchAnim = (marchCount % 2 != 0 ? "MarchR" : "MarchL"); var marchAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1"); Jukebox.PlayOneShotGame("marchingOrders/step1");
Cadet1.DoScaledAnimationAsync(marchAnim, 0.5f); Cadet1.DoScaledAnimationAsync(marchAnim, 0.5f);
Cadet2.DoScaledAnimationAsync(marchAnim, 0.5f); Cadet2.DoScaledAnimationAsync(marchAnim, 0.5f);
Cadet3.DoScaledAnimationAsync(marchAnim, 0.5f); Cadet3.DoScaledAnimationAsync(marchAnim, 0.5f);
} }
} }
if (PlayerInput.Pressed() && !IsExpectingInputNow()) if (PlayerInput.Pressed() && !IsExpectingInputNow())
{ {
Jukebox.PlayOneShot("miss"); Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f); Sarge.DoScaledAnimationAsync("Anger", 0.5f);
} }
} }
public void Bop(float beat, float length) public void Bop(float beat, float length)
{ {
bop.length = length; bop.length = length;
bop.startBeat = beat; bop.startBeat = beat;
} }
public void CadetsMarch(float beat, float length) public void CadetsMarch(float beat, float length)
{ {
marching.length = length; marching.length = length;
marching.startBeat = beat; marching.startBeat = beat;
} }
public void SargeAttention(float 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/attention2", beat + 0.25f),
new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f), new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
}, forcePlay:true); }, 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);}), new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
}); });
} }
public void SargeMarch(float beat) public void SargeMarch(float beat)
{ {
marchCount = 0; marchOtherCount = 0;
marchPlayerCount = 0;
MultiSound.Play(new MultiSound.Sound[] {
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat), new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 1f), new MultiSound.Sound("marchingOrders/march2", beat + 1f),
}, forcePlay:true); }, 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, 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 { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet3.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 { 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/halt1", beat),
new MultiSound.Sound("marchingOrders/halt2", beat + 1f), new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
new MultiSound.Sound("marchingOrders/step1", beat + 1f), new MultiSound.Sound("marchingOrders/step1", beat + 1f),
}, forcePlay:true); }, 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, 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 { 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) switch (type2)
{ {
case (int) MarchingOrders.FaceTurnLength.Fast: case (int) MarchingOrders.FaceTurnLength.Fast:
turnLength = 0; turnLength = 0;
break; break;
default: default:
turnLength = 1; turnLength = 1;
break; break;
} }
switch (type) switch (type)
{ {
case (int) MarchingOrders.DirectionFaceTurn.Left: case (int) MarchingOrders.DirectionFaceTurn.Left:
MultiSound.Play(new MultiSound.Sound[] { //ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty);
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:
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat), new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f), new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f), new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f), new MultiSound.Sound("marchingOrders/leftFaceTurn4", beat + turnLength + 2f),
}, forcePlay:true); }, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>() 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 { CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);}),
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);}), new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);}),
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);}), new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);}),
}); });
break; break;
} default:
MultiSound.Play(new MultiSound.Sound[] {
BeatAction.New(Player, new List<BeatAction.Action>() new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
{ new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f),
}); }, forcePlay:true);
}
BeatAction.New(Player, new List<BeatAction.Action>()
{
public static void AttentionSound(float beat) 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[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/attention1", beat), new MultiSound.Sound("marchingOrders/attention1", beat),
@ -281,16 +284,16 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f), new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
}, forcePlay:true); }, forcePlay:true);
} }
public static void MarchSound(float beat) public static void MarchSound(float beat)
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat), new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 1f), new MultiSound.Sound("marchingOrders/march2", beat + 1f),
}, forcePlay:true); }, forcePlay:true);
} }
public static void HaltSound(float beat) public static void HaltSound(float beat)
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/halt1", beat), new MultiSound.Sound("marchingOrders/halt1", beat),

View File

@ -1,9 +1,9 @@
ManifestFileVersion: 0 ManifestFileVersion: 0
CRC: 2049244877 CRC: 3145129048
Hashes: Hashes:
AssetFileHash: AssetFileHash:
serializedVersion: 2 serializedVersion: 2
Hash: 1e93b5f219a06063ba1cdb3ac24c80fe Hash: accf70966bae19a4dbcad02679a20b19
TypeTreeHash: TypeTreeHash:
serializedVersion: 2 serializedVersion: 2
Hash: 1341d321cd8444a4f78a51a8a0c6daff Hash: 1341d321cd8444a4f78a51a8a0c6daff
@ -40,13 +40,10 @@ Assets:
- Assets/Resources/Sprites/Games/CoinToss/Animations/Catch_success.anim - Assets/Resources/Sprites/Games/CoinToss/Animations/Catch_success.anim
- Assets/Resources/Sfx/games/coinToss/women_you.wav - Assets/Resources/Sfx/games/coinToss/women_you.wav
- Assets/Resources/Sprites/Games/CoinToss/Animations/Throw.anim - 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/Sprites/Games/CoinToss/Animations/Idle.anim
- Assets/Resources/Games/coinToss.prefab - Assets/Resources/Games/coinToss.prefab
- Assets/Resources/Sfx/games/coinToss/applause.ogg
- Assets/Resources/Sfx/games/coinToss/throw.wav - Assets/Resources/Sfx/games/coinToss/throw.wav
- Assets/Resources/Sprites/Games/CoinToss/Animations/Pickup.anim - Assets/Resources/Sprites/Games/CoinToss/Animations/Pickup.anim
- Assets/Resources/Sfx/games/coinToss/disappointed.ogg
- Assets/Resources/Sfx/games/coinToss/catch.wav - Assets/Resources/Sfx/games/coinToss/catch.wav
- Assets/Resources/Sprites/Games/CoinToss/Animations/Catch_empty.anim - Assets/Resources/Sprites/Games/CoinToss/Animations/Catch_empty.anim
- Assets/Resources/Sprites/Games/CoinToss/sprsh_cointoss.png - Assets/Resources/Sprites/Games/CoinToss/sprsh_cointoss.png