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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-13 05:27:38 +02:00
new sounds
This commit is contained in:
@ -116,14 +116,15 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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if (state >= 1f || state <= -1f)
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{
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currentState = State.Barely;
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SoundByte.PlayOneShot("miss");
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if (big)
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{
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SoundByte.PlayOneShotGame("workingDough/BigBarely");
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SoundByte.PlayOneShotGame("workingDough/bigPlayer");
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game.doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
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}
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else
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{
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SoundByte.PlayOneShotGame("workingDough/SmallBarely");
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SoundByte.PlayOneShotGame("workingDough/smallPlayer");
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game.doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
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}
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Update();
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@ -132,13 +133,15 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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currentState = State.Hit;
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if (big)
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{
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SoundByte.PlayOneShotGame("workingDough/rightBig");
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SoundByte.PlayOneShotGame("workingDough/bigPlayer");
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SoundByte.PlayOneShotGame("workingDough/hitBigPlayer");
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game.doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
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game.backgroundAnimator.Play("BackgroundFlash", 0, 0);
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}
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else
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{
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SoundByte.PlayOneShotGame("workingDough/rightSmall");
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SoundByte.PlayOneShotGame("workingDough/smallPlayer");
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SoundByte.PlayOneShotGame("workingDough/hitSmallPlayer");
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game.doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
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}
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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@ -164,14 +167,16 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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currentState = State.Weak;
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startBeat = beat;
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game.doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
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SoundByte.PlayOneShotGame("workingDough/BigBallTooWeak");
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SoundByte.PlayOneShotGame("workingDough/smallPlayer");
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SoundByte.PlayOneShotGame("workingDough/tooBig");
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Update();
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}
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else
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{
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GameObject.Instantiate(game.breakParticleEffect, game.breakParticleHolder);
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game.doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
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SoundByte.PlayOneShotGame("workingDough/BreakBall");
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SoundByte.PlayOneShotGame("workingDough/bigPlayer");
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SoundByte.PlayOneShotGame("workingDough/tooSmall");
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Destroy(gameObject);
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}
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}
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@ -323,7 +323,8 @@ namespace HeavenStudio.Games
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}
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(isBig ? "workingDough/NPCBigBall" : "workingDough/NPCSmallBall", beat + 1f),
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new MultiSound.Sound(isBig ? "workingDough/hitBigOther" : "workingDough/hitSmallOther", beat + 1f),
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new MultiSound.Sound(isBig ? "workingDough/bigOther" : "workingDough/smallOther", beat + 1f),
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});
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arrowSRLeftNPC.sprite = redArrowSprite;
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@ -472,12 +473,12 @@ namespace HeavenStudio.Games
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
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SoundByte.PlayOneShotGame("workingDough/PlayerSmallJump");
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SoundByte.PlayOneShotGame("workingDough/smallPlayer");
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}
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else if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
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{
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doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
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SoundByte.PlayOneShotGame("workingDough/PlayerBigJump");
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SoundByte.PlayOneShotGame("workingDough/bigPlayer");
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}
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}
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@ -526,7 +527,6 @@ namespace HeavenStudio.Games
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{
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new BeatAction.Action(beat + length, delegate { spaceshipAnimator.Play("SpaceshipLaunch", 0, 0); }),
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new BeatAction.Action(beat + length, delegate { SoundByte.PlayOneShotGame("workingDough/LaunchRobot"); }),
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new BeatAction.Action(beat + length, delegate { SoundByte.PlayOneShotGame("workingDough/Rocket"); }),
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});
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}
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