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Tons of cleanup in TONS OF MINIGAMES!!! (#270)
* Tons of stuff... * Drumming practice improvements * Easing for drumming practice * Converted TOTC to prefunction * Split scratch o into two * Forthington voice lines can now be played outside of air rally * Rhythm Rally Improvements * Air rally sound improvements * Spawn blocks rework * BTS ds small tweaks * Tap Trial fixes * More tweaks to tap trial * Final minor tweaks
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@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("whistle", "Whistle")
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{
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function = delegate { RhythmRally.instance.PlayWhistle(); },
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preFunction = delegate { RhythmRally.PlayWhistle(eventCaller.currentEntity.beat); },
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defaultLength = 0.5f
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},
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new GameAction("toss ball", "Toss Ball")
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@ -45,13 +45,21 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("fast rally", "Fast Rally")
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{
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function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast); },
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defaultLength = 6f
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function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast, eventCaller.currentEntity["muteAudio"]); },
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defaultLength = 6f,
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parameters = new List<Param>()
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{
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new Param("muteAudio", false, "Mute Cowbell", "Whether the cowbell sound should play or not.")
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}
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},
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new GameAction("superfast rally", "Superfast Rally")
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{
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function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.SuperFast); },
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defaultLength = 12f
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function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.SuperFast, eventCaller.currentEntity["muteAudio"]); },
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defaultLength = 12f,
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parameters = new List<Param>()
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{
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new Param("muteAudio", false, "Mute Cowbell", "Whether the cowbell sound should play or not.")
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}
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},
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new GameAction("pose", "End Pose")
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{
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@ -428,9 +436,12 @@ namespace HeavenStudio.Games
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ball.SetActive(false);
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}
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public void PlayWhistle()
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public static void PlayWhistle(float beat)
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{
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Jukebox.PlayOneShotGame("rhythmRally/Whistle");
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("rhythmRally/Whistle", beat),
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}, forcePlay: true);
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}
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public void Pose()
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@ -448,7 +459,7 @@ namespace HeavenStudio.Games
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cameraPivot.DOScale(camZoom, len).SetEase(ease);
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}
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public void PrepareFastRally(float beat, RallySpeed speedChange)
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public void PrepareFastRally(float beat, RallySpeed speedChange, bool muteAudio = false)
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{
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if (speedChange == RallySpeed.Fast)
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{
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@ -457,6 +468,7 @@ namespace HeavenStudio.Games
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new BeatAction.Action(beat + 2f, delegate { Serve(beat + 2f, RallySpeed.Fast); })
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});
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if (muteAudio) return;
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("rhythmRally/Tonk", beat),
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@ -474,6 +486,7 @@ namespace HeavenStudio.Games
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new BeatAction.Action(beat + 10f, delegate { Serve(beat + 10f, RallySpeed.SuperFast); })
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});
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if (muteAudio) return;
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("rhythmRally/Tonk", beat),
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