Space Dance - Polish (#324)

* Sneaky Spirits - Fix Easing

gost go woosh

* Sneaky Spirits - Tree Tweaks

Stops during slowdown now and realigned second animation frame

* Space Dance - Polish

Added new Hi-Res effect textures, adjusted sound offsets
This commit is contained in:
saladplainzone
2023-03-02 20:23:56 -08:00
committed by GitHub
parent af99b29abc
commit a259223523
9 changed files with 146 additions and 53 deletions

View File

@ -177,20 +177,17 @@ namespace HeavenStudio.Games
{
Jukebox.PlayOneShotGame("spaceDance/inputBad");
DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
// Look at this later, sound effect has some weird clipping on it sometimes?? popping. like. fucking popopop idk why its doing that its fine theres no sample weirdness ughh
}
if (PlayerInput.GetSpecificDirectionDown(1) && !IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN))
{
DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f);
Jukebox.PlayOneShotGame("spaceDance/inputBad");
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
}
if (PlayerInput.GetSpecificDirectionDown(2) && !IsExpectingInputNow(InputType.DIRECTION_DOWN_DOWN))
{
DancerP.DoScaledAnimationAsync("SitDownDo", 0.5f);
Jukebox.PlayOneShotGame("spaceDance/inputBad");
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
}
}
}
@ -221,23 +218,23 @@ namespace HeavenStudio.Games
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/dancerTurn", beat),
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f),
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.007f),
});
break;
case (int)WhoSpeaks.Gramps:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/otherTurn", beat),
new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f),
new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.007f),
});
break;
case (int)WhoSpeaks.Both:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/dancerTurn", beat),
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f),
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.007f),
new MultiSound.Sound("spaceDance/otherTurn", beat),
new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f),
new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.007f),
});
break;
}
@ -281,28 +278,28 @@ namespace HeavenStudio.Games
case (int)WhoSpeaks.Dancers:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/dancerLets", beat),
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f),
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f),
new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.07f),
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.02f),
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.006f),
});
break;
case (int)WhoSpeaks.Gramps:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/otherLets", beat),
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.084f),
new MultiSound.Sound("spaceDance/otherDown", beat + 1f),
new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.024f),
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.04f),
new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f),
});
break;
case (int)WhoSpeaks.Both:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/dancerLets", beat),
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f),
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f),
new MultiSound.Sound("spaceDance/otherLets", beat),
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.084f),
new MultiSound.Sound("spaceDance/otherDown", beat + 1f),
new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.07f),
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.02f),
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.006f),
new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.024f),
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.04f),
new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f),
});
break;
}