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:
Rapandrasmus
2023-02-25 04:41:18 +01:00
committed by GitHub
parent f59040f103
commit e9064f29bb
15 changed files with 67 additions and 61 deletions

View File

@ -148,8 +148,6 @@ namespace HeavenStudio.Games
private int background;
private float steamTime;
private string fastTurn;
static float wantMarch = float.MaxValue;
static float wantMarchLength = 0f;
@ -401,6 +399,7 @@ namespace HeavenStudio.Games
public void SargeFaceTurn(float beat, int type, int type2, bool toggle)
{
string fastTurn = "";
switch (type2)
{
case (int) MarchingOrders.FaceTurnLength.Fast:
@ -420,7 +419,7 @@ namespace HeavenStudio.Games
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, GenericMiss, LeftEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.6f),
new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.5f),
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay: true);
@ -439,7 +438,7 @@ namespace HeavenStudio.Games
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, GenericMiss, RightEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.6f),
new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.5f),
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay: true);