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Play Mode Features Part 1 (#413)
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
This commit is contained in:
104
Assets/Scripts/Games/SoundEffects.cs
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104
Assets/Scripts/Games/SoundEffects.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games
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{
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public class SoundEffects : MonoBehaviour
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{
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public enum CountNumbers { One, Two, Three, Four }
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public static string[] countNames = { "one", "two", "three", "four" };
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public static void Count(int type, bool alt)
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{
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string sound = countNames[type];
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if (!alt)
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sound += "1";
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else
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sound += "2";
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Jukebox.PlayOneShot("count-ins/" + sound);
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}
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public enum CountInType { Normal, Alt, Cowbell }
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public static string[] GetCountInSounds(string[] sounds, CountInType type)
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{
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for (int i = 0; i < sounds.Length; i++)
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{
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switch (type)
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{
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case CountInType.Normal:
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sounds[i] += "1";
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break;
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case CountInType.Alt:
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sounds[i] += "2";
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break;
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case CountInType.Cowbell:
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sounds[i] = "cowbell";
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break;
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}
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}
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return sounds;
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}
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public static void FourBeatCountIn(float beat, float length, int type)
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{
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string[] sounds = { "one", "two", "three", "four" };
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sounds = GetCountInSounds(sounds, (CountInType)type);
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("count-ins/" + sounds[0], beat),
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new MultiSound.Sound("count-ins/" + sounds[1], beat + 1f * length),
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new MultiSound.Sound("count-ins/" + sounds[2], beat + 2f * length),
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new MultiSound.Sound("count-ins/" + sounds[3], beat + 3f * length)
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}, false);
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}
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public static void EightBeatCountIn(float beat, float length, int type)
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{
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string[] sounds = { "one", "two", "one", "two", "three", "four" };
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sounds = GetCountInSounds(sounds, (CountInType)type);
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("count-ins/" + sounds[0], beat),
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new MultiSound.Sound("count-ins/" + sounds[1], beat + 2f * length),
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new MultiSound.Sound("count-ins/" + sounds[2], beat + 4f * length),
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new MultiSound.Sound("count-ins/" + sounds[3], beat + 5f * length),
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new MultiSound.Sound("count-ins/" + sounds[4], beat + 6f * length),
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new MultiSound.Sound("count-ins/" + sounds[5], beat + 7f * length)
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}, false);
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}
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public static void Cowbell()
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{
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Jukebox.PlayOneShot("count-ins/cowbell");
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}
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public static void Ready(float beat, float length)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("count-ins/ready1", beat),
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new MultiSound.Sound("count-ins/ready2", beat + 1f * length),
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}, false);
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}
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public static void And()
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{
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Jukebox.PlayOneShot("count-ins/and");
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}
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public static void Go(bool alt)
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{
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string sound = "count-ins/go";
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if (!alt)
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sound += "1";
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else
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sound += "2";
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Jukebox.PlayOneShot(sound);
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}
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}
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}
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