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Marching orders fast face sound improvement + catchy tune control when da smile ends (#317)
* here do da fast one now * boom * lol * Epic beat timing change
This commit is contained in:
@ -20,9 +20,10 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("side", CatchyTune.Side.Left, "Side", "The side the orange falls down"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching")
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching"),
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new Param("endSmile", new EntityTypes.Float(2, 100), "End Smile Beat", "How many beats after the catch should the smile end?")
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},
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false); },
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false, e["endSmile"]); },
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},
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new GameAction("pineapple", "Pineapple")
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@ -31,9 +32,10 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("side", CatchyTune.Side.Left, "Side", "The side the pineapple falls down"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching")
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching"),
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new Param("endSmile", new EntityTypes.Float(2, 100), "End Smile Beat", "How many beats after the catch should the smile end?")
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},
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true); },
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true, e["endSmile"]); },
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},
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new GameAction("bop", "Bop")
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@ -117,6 +119,7 @@ namespace HeavenStudio.Games
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public int side;
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public bool smile;
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public bool isPineapple;
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public float endSmile;
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}
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private void Awake()
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@ -137,7 +140,7 @@ namespace HeavenStudio.Games
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{
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foreach (var fruit in queuedFruits)
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{
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DropFruit(fruit.beat, fruit.side, fruit.smile, fruit.isPineapple);
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DropFruit(fruit.beat, fruit.side, fruit.smile, fruit.isPineapple, fruit.endSmile);
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}
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queuedFruits.Clear();
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}
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@ -201,23 +204,23 @@ namespace HeavenStudio.Games
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}
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}
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public void DropFruit(float beat, int side, bool smile, bool isPineapple)
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public void DropFruit(float beat, int side, bool smile, bool isPineapple, float endSmile)
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{
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var objectToSpawn = isPineapple ? pineappleBase : orangeBase;
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if (side == (int)Side.Left || side == (int)Side.Both)
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{
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DropFruitSingle(beat, false, smile, objectToSpawn);
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DropFruitSingle(beat, false, smile, objectToSpawn, endSmile);
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}
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if (side == (int)Side.Right || side == (int)Side.Both)
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{
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DropFruitSingle(beat, true, smile, objectToSpawn);
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DropFruitSingle(beat, true, smile, objectToSpawn, endSmile);
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}
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}
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//minenice: experiment to test preFunction
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public static void PreDropFruit(float beat, int side, bool smile, bool isPineapple)
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public static void PreDropFruit(float beat, int side, bool smile, bool isPineapple, float endSmile)
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{
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float spawnBeat = beat - 1f;
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beat = beat - (isPineapple ? 2f : 1f);
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@ -225,7 +228,7 @@ namespace HeavenStudio.Games
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(spawnBeat, delegate { if (instance != null) instance.DropFruit(beat, side, smile, isPineapple); }),
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new BeatAction.Action(spawnBeat, delegate { if (instance != null) instance.DropFruit(beat, side, smile, isPineapple, endSmile); }),
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});
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}
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else
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@ -235,7 +238,8 @@ namespace HeavenStudio.Games
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beat = beat,
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side = side,
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smile = smile,
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isPineapple = isPineapple
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isPineapple = isPineapple,
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endSmile = endSmile
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});
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}
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@ -249,7 +253,7 @@ namespace HeavenStudio.Games
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}
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}
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public void DropFruitSingle(float beat, bool side, bool smile, GameObject objectToSpawn)
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public void DropFruitSingle(float beat, bool side, bool smile, GameObject objectToSpawn, float endSmile)
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{
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var newFruit = GameObject.Instantiate(objectToSpawn, fruitHolder);
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@ -257,6 +261,7 @@ namespace HeavenStudio.Games
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fruitComp.startBeat = beat;
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fruitComp.side = side;
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fruitComp.smile = smile;
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fruitComp.endSmile = endSmile;
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newFruit.SetActive(true);
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}
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@ -280,7 +285,7 @@ namespace HeavenStudio.Games
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}
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}
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public void catchSuccess(bool side, bool isPineapple, bool smile, float beat)
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public void catchSuccess(bool side, bool isPineapple, bool smile, float beat, float endSmile)
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{
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string anim = isPineapple ? "catchPineapple" : "catchOrange";
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@ -298,7 +303,7 @@ namespace HeavenStudio.Games
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if (smile)
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{
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startSmile = beat + 1f;
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stopSmile = beat + 2f;
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stopSmile = beat + endSmile;
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}
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}
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@ -21,6 +21,8 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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public bool smile;
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public float endSmile;
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private string soundText;
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private Minigame.Eligible e = new Minigame.Eligible();
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@ -155,7 +157,7 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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else
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{
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Jukebox.PlayOneShotGame(soundText + "Catch");
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game.catchSuccess(side, isPineapple, smile, startBeat + beatLength);
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game.catchSuccess(side, isPineapple, smile, startBeat + beatLength, endSmile);
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Destroy(this.gameObject);
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}
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}
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@ -148,8 +148,6 @@ namespace HeavenStudio.Games
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private int background;
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private float steamTime;
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private string fastTurn;
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static float wantMarch = float.MaxValue;
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static float wantMarchLength = 0f;
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@ -401,6 +399,7 @@ namespace HeavenStudio.Games
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public void SargeFaceTurn(float beat, int type, int type2, bool toggle)
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{
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string fastTurn = "";
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switch (type2)
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{
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case (int) MarchingOrders.FaceTurnLength.Fast:
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@ -420,7 +419,7 @@ namespace HeavenStudio.Games
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ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, GenericMiss, LeftEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat),
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new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.6f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.5f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
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}, forcePlay: true);
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@ -439,7 +438,7 @@ namespace HeavenStudio.Games
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ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, GenericMiss, RightEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat),
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new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.6f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.5f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
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}, forcePlay: true);
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