Add something that resembles whiffs and barelies
They still use combinations of the rhre sounds and have no animations.
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c296f7c2e5
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@ -69,6 +69,15 @@ namespace HeavenStudio.Games
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}
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void Update()
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{
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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SoundByte.PlayOneShotGame("holeInOne/hole1"); // temp miss sound. Should be: whiff sound
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ScoreMiss();
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}
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}
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public void ToggleBop(double beat, float length, bool shouldBop, bool autoBop)
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{
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if (shouldBop)
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@ -90,7 +99,7 @@ namespace HeavenStudio.Games
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public void DoMandrill(double beat)
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{
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//Mandrill Multisound
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ScheduleInput(beat, 3f, InputAction_BasicPress, MandrillSuccess, MandrillMiss, Whiff);
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ScheduleInput(beat, 3f, InputAction_BasicPress, MandrillSuccess, MandrillMiss, Nothing);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("holeInOne/mandrill1", beat),
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new MultiSound.Sound("holeInOne/mandrill2", beat + 1f),
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@ -110,7 +119,7 @@ namespace HeavenStudio.Games
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public void DoMonkey(double beat)
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{
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//Monkey Multisound
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ScheduleInput(beat, 2f, InputAction_BasicPress, MonkeySuccess, MonkeyMiss, Whiff);
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ScheduleInput(beat, 2f, InputAction_BasicPress, MonkeySuccess, MonkeyMiss, Nothing);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("holeInOne/monkey1", beat),
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new MultiSound.Sound("holeInOne/monkey2", beat + 1f)
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@ -126,8 +135,27 @@ namespace HeavenStudio.Games
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public void MandrillSuccess(PlayerActionEvent caller, float state)
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{
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SoundByte.PlayOneShotGame("holeInOne/mandrill4");
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MonkeyAnim.Play("MonkeySpin");
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if (state >= 1f || state <= -1f)
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{
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double beat = caller.timer;
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("holeInOne/mandrill1", beat),// temp should be miss
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new MultiSound.Sound("holeInOne/hole2", beat + 1f)// temp should be splash
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});
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MonkeyAnim.Play("MonkeySpin");
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}
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else
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{
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double beat = caller.timer;
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int randomSuccess = UnityEngine.Random.Range(1,5);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("holeInOne/mandrill4", beat),
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new MultiSound.Sound("holeInOne/hole" + randomSuccess, beat + 2f)
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});
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MonkeyAnim.Play("MonkeySpin");
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}
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}
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@ -139,14 +167,27 @@ namespace HeavenStudio.Games
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public void MonkeySuccess(PlayerActionEvent caller, float state)
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{
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double beat = caller.timer;
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int randomSuccess = UnityEngine.Random.Range(1,5);
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if (state >= 1f || state <= -1f)
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{
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double beat = caller.timer;
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("holeInOne/monkey3", beat),
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new MultiSound.Sound("holeInOne/hole" + randomSuccess, beat + 2f)
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});
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MonkeyAnim.Play("MonkeySpin");
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("holeInOne/mandrill1", beat),// temp should be miss
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new MultiSound.Sound("holeInOne/hole2", beat + 1f)// temp should be splash
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});
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MonkeyAnim.Play("MonkeySpin");
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}
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else
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{
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double beat = caller.timer;
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int randomSuccess = UnityEngine.Random.Range(1,5);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("holeInOne/monkey3", beat),
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new MultiSound.Sound("holeInOne/hole" + randomSuccess, beat + 2f)
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});
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MonkeyAnim.Play("MonkeySpin");
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}
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}
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public void MonkeyMiss(PlayerActionEvent caller)
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@ -155,9 +196,8 @@ namespace HeavenStudio.Games
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MonkeyAnim.Play("MonkeySpin");
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}
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public void Whiff(PlayerActionEvent caller)
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public void Nothing(PlayerActionEvent caller)
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{
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MonkeyAnim.Play("MonkeyBop");
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}
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}
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}
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