mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 15:07:39 +02:00
Space Dance - Sound Effects
lets fucking sit down
This commit is contained in:
@ -30,6 +30,7 @@ namespace HeavenStudio.Games
|
||||
public Animator Dancer2;
|
||||
public Animator Dancer3;
|
||||
public Animator Gramps;
|
||||
public Animator Hit;
|
||||
public GameObject Player;
|
||||
|
||||
public static SpaceDance instance;
|
||||
@ -54,9 +55,9 @@ namespace HeavenStudio.Games
|
||||
{
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, RightSuccess, RightMiss, RightEmpty);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("spaceDance/turn1_sound", beat),
|
||||
new MultiSound.Sound("spaceDance/turn1_dancers", beat),
|
||||
new MultiSound.Sound("spaceDance/turn2_dancers", beat),
|
||||
new MultiSound.Sound("spaceDance/voicelessTurn", beat),
|
||||
new MultiSound.Sound("spaceDance/dancerTurn", beat),
|
||||
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f),
|
||||
});
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
@ -76,11 +77,10 @@ namespace HeavenStudio.Games
|
||||
{
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, SitSuccess, SitMiss, SitEmpty);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("spaceDance/sit1_sound", beat),
|
||||
new MultiSound.Sound("spaceDance/sit1_dancers", beat),
|
||||
new MultiSound.Sound("spaceDance/sit2_sound", beat + 0.5f),
|
||||
new MultiSound.Sound("spaceDance/sit2_dancers", beat + 0.5f),
|
||||
new MultiSound.Sound("spaceDance/sit3_dancers", beat + 1f),
|
||||
new MultiSound.Sound("spaceDance/voicelessSit", beat),
|
||||
new MultiSound.Sound("spaceDance/dancerLets", beat),
|
||||
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f),
|
||||
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f),
|
||||
});
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
@ -100,13 +100,13 @@ namespace HeavenStudio.Games
|
||||
{
|
||||
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, PunchSuccess, PunchMiss, PunchEmpty);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("spaceDance/punch1_sound", beat),
|
||||
new MultiSound.Sound("spaceDance/punch1_dancers", beat),
|
||||
new MultiSound.Sound("spaceDance/punch1_sound", beat + 0.5f),
|
||||
new MultiSound.Sound("spaceDance/punch1_dancers", beat + 0.5f),
|
||||
new MultiSound.Sound("spaceDance/punch1_sound", beat + 1f),
|
||||
new MultiSound.Sound("spaceDance/punch1_dancers", beat + 1f),
|
||||
new MultiSound.Sound("spaceDance/punch2_dancers", beat + 1.5f),
|
||||
new MultiSound.Sound("spaceDance/voicelessPunch", beat),
|
||||
new MultiSound.Sound("spaceDance/dancerPa", beat),
|
||||
new MultiSound.Sound("spaceDance/voicelessPunch", beat + 0.5f),
|
||||
new MultiSound.Sound("spaceDance/dancerPa", beat + 0.5f),
|
||||
new MultiSound.Sound("spaceDance/voicelessPunch", beat + 1f),
|
||||
new MultiSound.Sound("spaceDance/dancerPa", beat + 1f),
|
||||
new MultiSound.Sound("spaceDance/dancerPunch", beat + 1.5f),
|
||||
});
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
@ -144,13 +144,15 @@ namespace HeavenStudio.Games
|
||||
|
||||
public void RightSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("spaceDance/right2_sound");
|
||||
Jukebox.PlayOneShotGame("spaceDance/inputGood");
|
||||
DancerP.Play("TurnRightDo", -1, 0);
|
||||
}
|
||||
|
||||
public void RightMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
Jukebox.PlayOneShotGame("spaceDance/inputBad2");
|
||||
DancerP.Play("Ouch", -1, 0);
|
||||
Hit.Play("HitTurn", -1, 0);
|
||||
}
|
||||
|
||||
public void RightEmpty(PlayerActionEvent caller)
|
||||
@ -160,13 +162,15 @@ namespace HeavenStudio.Games
|
||||
|
||||
public void SitSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("spaceDance/sit3_sound");
|
||||
Jukebox.PlayOneShotGame("spaceDance/inputGood");
|
||||
DancerP.Play("SitDownDo", -1, 0);
|
||||
}
|
||||
|
||||
public void SitMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
Jukebox.PlayOneShotGame("spaceDance/inputBad2");
|
||||
DancerP.Play("Ouch", -1, 0);
|
||||
Hit.Play("HitSit", -1, 0);
|
||||
}
|
||||
|
||||
public void SitEmpty(PlayerActionEvent caller)
|
||||
@ -176,13 +180,15 @@ namespace HeavenStudio.Games
|
||||
|
||||
public void PunchSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("spaceDance/punch2_sound");
|
||||
Jukebox.PlayOneShotGame("spaceDance/inputGood");
|
||||
DancerP.Play("PunchDo", -1, 0);
|
||||
}
|
||||
|
||||
public void PunchMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
Jukebox.PlayOneShotGame("spaceDance/inputBad2");
|
||||
DancerP.Play("Ouch", -1, 0);
|
||||
Hit.Play("HitPunch", -1, 0);
|
||||
}
|
||||
|
||||
public void PunchEmpty(PlayerActionEvent caller)
|
||||
|
Reference in New Issue
Block a user