Updates to note paramaters + some additional sound fixes (for r2) (#834)

* Note param stuff + some other fixes

* Stuff just for r2
This commit is contained in:
EpicGamer2469
2024-04-07 21:18:51 -05:00
committed by GitHub
parent 203f7f4c02
commit af217a23e9
32 changed files with 765 additions and 360 deletions

View File

@ -219,7 +219,7 @@ namespace HeavenStudio.Games
string hitSfx = "slotMonster/stop_" + (isLast && isHit && !isMiss ? "hit" : (currentButton + 1));
SoundByte.PlayOneShotGame(hitSfx, forcePlay: true);
if (isLast) {
if (rollingSound != null) rollingSound.Stop();
if (rollingSound != null) rollingSound.KillLoop();
inputsActive = false;
if (isHit && !isMiss) {
smAnim.DoScaledAnimationAsync("Win", 0.5f);
@ -235,7 +235,7 @@ namespace HeavenStudio.Games
public void StartInterval(RiqEntity si, bool autoPass, int eyeSprite, double gameSwitchBeat)
{
if (rollingSound != null) rollingSound.Stop();
if (rollingSound != null) rollingSound.KillLoop();
List<RiqEntity> slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= si.beat && e.beat < si.beat + si.length);
if (slotActions.Count <= 0) return;
@ -322,7 +322,7 @@ namespace HeavenStudio.Games
private void ButtonEndMiss(PlayerActionEvent caller)
{
Debug.Log("miss i guess");
if (rollingSound != null) rollingSound.Stop();
if (rollingSound != null) rollingSound.KillLoop();
inputsActive = false;
smAnim.DoScaledAnimationAsync("Lose", 0.5f);
foreach (var anim in eyeAnims) {