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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:07:38 +02:00
Better Sound Sequences (#190)
* add way of creating sound sequences in inspector - actually implement GameAction preFunction - implement sound scheduling for Jukebox and MultiSound * Dj School: fix turntable effect being parented to root * Pajama Party: fix sleep action type not carrying over between transitions
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@ -182,7 +182,6 @@ namespace HeavenStudio.Games
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private void Awake()
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{
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instance = this;
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Spectators = new List<GameObject>();
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idolAnimator = Arisa.GetComponent<Animator>();
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@ -528,12 +527,7 @@ namespace HeavenStudio.Games
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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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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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});
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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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@ -556,12 +550,7 @@ 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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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("fanClub/crowd_hai_jp", beat + 4f),
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new MultiSound.Sound("fanClub/crowd_hai_jp", beat + 5f),
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new MultiSound.Sound("fanClub/crowd_hai_jp", beat + 6f),
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new MultiSound.Sound("fanClub/crowd_hai_jp", beat + 7f),
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});
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PlaySoundSequence("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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@ -586,27 +575,12 @@ 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 (isBig)
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if (!noSound)
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{
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if (!noSound)
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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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});
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}
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}
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else
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{
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if (!noSound)
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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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});
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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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@ -640,12 +614,7 @@ namespace HeavenStudio.Games
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}),
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});
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("fanClub/crowd_ka_jp", beat + 2f),
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new MultiSound.Sound("fanClub/crowd_mo_jp", beat + 3.5f),
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new MultiSound.Sound("fanClub/crowd_ne_jp", beat + 4f),
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new MultiSound.Sound("fanClub/crowd_hey_jp", beat + 5f),
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});
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PlaySoundSequence("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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@ -679,11 +648,11 @@ 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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if (!noSound)
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Jukebox.PlayOneShotGame("fanClub/crowd_big_ready");
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DisableSpecBop(beat, 3.75f);
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@ -701,7 +670,7 @@ namespace HeavenStudio.Games
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{
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wantBigReady = beat;
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if (noSound) return;
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Jukebox.PlayOneShotGame("fanClub/crowd_big_ready");
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Jukebox.PlayOneShotGame("fanClub/crowd_big_ready", beat);
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}
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public void ContinueBigReady(float beat)
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