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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:17:38 +02:00
* update icons * add background loading of sound sequences - fix bug with preFunction - remove most of the old preloading code * update spritesheets for karate man, marching orders * file explorer chart loading * update icon for trick on the class
This commit is contained in:
@ -31,7 +31,8 @@ namespace HeavenStudio.Games.Loaders
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{
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new Param("toggle", false, "Disable call", "Disable the idol's call")
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnHai(e.beat, e["toggle"]);}
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnHai(e.beat, e["toggle"]);},
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preFunction = delegate { var e = eventCaller.currentEntity; FanClub.HaiSound(e.beat, e["toggle"]); }
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},
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new GameAction("I suppose", "I Suppose!")
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{
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@ -42,7 +43,8 @@ namespace HeavenStudio.Games.Loaders
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new Param("type", FanClub.KamoneResponseType.Through, "Response type", "Type of response to use"),
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new Param("toggle", false, "Disable call", "Disable the idol's call")
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnKamone(e.beat, e["toggle"], 0, e["type"]);}
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnKamone(e.beat, e["toggle"], 0, e["type"]);},
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preFunction = delegate { var e = eventCaller.currentEntity; FanClub.KamoneSound(e.beat, e["toggle"], 0, e["type"]); }
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},
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new GameAction("double clap", "Double Clap")
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{
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@ -52,7 +54,8 @@ namespace HeavenStudio.Games.Loaders
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{
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new Param("toggle", false, "Disable call", "Disable the call")
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e["toggle"]); }
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e["toggle"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; FanClub.BigReadySound(e.beat, e["toggle"]); }
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},
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new GameAction("play idol animation", "Idol Coreography")
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{
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@ -526,8 +529,6 @@ namespace HeavenStudio.Games
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const float HAIS_LENGTH = 4.5f;
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public void CallHai(float beat, bool noSound = false, int type = 0)
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{
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if (!noSound)
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PlaySoundSequence("arisa_hai", beat);
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responseToggle = false;
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DisableBop(beat, 8f);
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@ -550,20 +551,21 @@ namespace HeavenStudio.Games
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new BeatAction.Action(beat + 7f, delegate { PlayOneClap(beat + 7f); DoIdolClaps();}),
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});
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PlaySoundSequence("crowd_hai", beat + 4f);
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PlaySoundSequence("fanClub", "crowd_hai", beat + 4f);
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}
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public static void WarnHai(float beat, bool noSound = false, int type = 0)
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{
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wantHais = beat;
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if (noSound) return;
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("fanClub/arisa_hai_1_jp", beat),
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new MultiSound.Sound("fanClub/arisa_hai_2_jp", beat + 1f),
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new MultiSound.Sound("fanClub/arisa_hai_3_jp", beat + 2f),
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}, forcePlay:true);
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}
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public static void HaiSound(float beat, bool noSound = false, int type = 0)
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{
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if (noSound) return;
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PlaySoundSequence("fanClub", "arisa_hai", beat);
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}
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public void ContinueHais(float beat, int type = 0)
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{
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CallHai(beat, true, type);
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@ -575,13 +577,6 @@ namespace HeavenStudio.Games
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bool doJump = (responseType == (int) KamoneResponseType.Jump || responseType == (int) KamoneResponseType.JumpFast);
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bool isBig = (responseType == (int) KamoneResponseType.ThroughFast || responseType == (int) KamoneResponseType.JumpFast);
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DisableResponse(beat, 2f);
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if (!noSound)
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{
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if (isBig)
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PlaySoundSequence("arisa_kamone_fast", beat);
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else
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PlaySoundSequence("arisa_kamone", beat);
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}
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responseToggle = true;
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DisableBop(beat, (doJump) ? 6.25f : 5.25f);
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@ -614,29 +609,25 @@ namespace HeavenStudio.Games
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}),
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});
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PlaySoundSequence("crowd_kamone", beat + 2f);
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PlaySoundSequence("fanClub", "crowd_kamone", beat + 2f);
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}
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public static void WarnKamone(float beat, bool noSound = false, int type = 0, int responseType = (int) KamoneResponseType.Through)
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{
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wantKamone = beat;
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wantKamoneType = responseType;
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}
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public static void KamoneSound(float beat, bool noSound = false, int type = 0, int responseType = (int) KamoneResponseType.Through)
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{
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if (noSound) return;
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if (responseType == (int) KamoneResponseType.ThroughFast || responseType == (int) KamoneResponseType.JumpFast)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("fanClub/arisa_ka_fast_jp", beat),
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new MultiSound.Sound("fanClub/arisa_mo_fast_jp", beat + 0.25f),
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new MultiSound.Sound("fanClub/arisa_ne_fast_jp", beat + 0.5f),
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}, forcePlay:true);
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PlaySoundSequence("fanClub", "arisa_kamone_fast", beat);
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}
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else
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("fanClub/arisa_ka_jp", beat),
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new MultiSound.Sound("fanClub/arisa_mo_jp", beat + 0.5f, offset: 0.07407407f),
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new MultiSound.Sound("fanClub/arisa_ne_jp", beat + 1f, offset: 0.07407407f),
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}, forcePlay:true);
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PlaySoundSequence("fanClub", "arisa_kamone", beat);
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}
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}
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@ -648,9 +639,6 @@ namespace HeavenStudio.Games
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const float BIGCALL_LENGTH = 2.75f;
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public void CallBigReady(float beat, bool noSound = false)
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{
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if (!noSound)
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PlaySoundSequence("crowd_big_ready", beat);
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Prepare(beat + 1.5f);
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Prepare(beat + 2f);
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@ -669,8 +657,12 @@ namespace HeavenStudio.Games
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public static void WarnBigReady(float beat, bool noSound = false)
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{
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wantBigReady = beat;
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}
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public static void BigReadySound(float beat, bool noSound = false)
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{
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if (noSound) return;
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Jukebox.PlayOneShotGame("fanClub/crowd_big_ready", beat);
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PlaySoundSequence("fanClub", "crowd_big_ready", beat);
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}
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public void ContinueBigReady(float beat)
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