Add something that resembles whiffs and barelies

They still use combinations of the rhre sounds and have no animations.
This commit is contained in:
blank3times 2024-02-04 01:12:26 -08:00
parent c296f7c2e5
commit 1ea721717f

View file

@ -69,6 +69,15 @@ namespace HeavenStudio.Games
} }
void Update()
{
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
SoundByte.PlayOneShotGame("holeInOne/hole1"); // temp miss sound. Should be: whiff sound
ScoreMiss();
}
}
public void ToggleBop(double beat, float length, bool shouldBop, bool autoBop) public void ToggleBop(double beat, float length, bool shouldBop, bool autoBop)
{ {
if (shouldBop) if (shouldBop)
@ -90,7 +99,7 @@ namespace HeavenStudio.Games
public void DoMandrill(double beat) public void DoMandrill(double beat)
{ {
//Mandrill Multisound //Mandrill Multisound
ScheduleInput(beat, 3f, InputAction_BasicPress, MandrillSuccess, MandrillMiss, Whiff); ScheduleInput(beat, 3f, InputAction_BasicPress, MandrillSuccess, MandrillMiss, Nothing);
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/mandrill1", beat), new MultiSound.Sound("holeInOne/mandrill1", beat),
new MultiSound.Sound("holeInOne/mandrill2", beat + 1f), new MultiSound.Sound("holeInOne/mandrill2", beat + 1f),
@ -110,7 +119,7 @@ namespace HeavenStudio.Games
public void DoMonkey(double beat) public void DoMonkey(double beat)
{ {
//Monkey Multisound //Monkey Multisound
ScheduleInput(beat, 2f, InputAction_BasicPress, MonkeySuccess, MonkeyMiss, Whiff); ScheduleInput(beat, 2f, InputAction_BasicPress, MonkeySuccess, MonkeyMiss, Nothing);
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/monkey1", beat), new MultiSound.Sound("holeInOne/monkey1", beat),
new MultiSound.Sound("holeInOne/monkey2", beat + 1f) new MultiSound.Sound("holeInOne/monkey2", beat + 1f)
@ -126,8 +135,27 @@ namespace HeavenStudio.Games
public void MandrillSuccess(PlayerActionEvent caller, float state) public void MandrillSuccess(PlayerActionEvent caller, float state)
{ {
SoundByte.PlayOneShotGame("holeInOne/mandrill4"); if (state >= 1f || state <= -1f)
MonkeyAnim.Play("MonkeySpin"); {
double beat = caller.timer;
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/mandrill1", beat),// temp should be miss
new MultiSound.Sound("holeInOne/hole2", beat + 1f)// temp should be splash
});
MonkeyAnim.Play("MonkeySpin");
}
else
{
double beat = caller.timer;
int randomSuccess = UnityEngine.Random.Range(1,5);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/mandrill4", beat),
new MultiSound.Sound("holeInOne/hole" + randomSuccess, beat + 2f)
});
MonkeyAnim.Play("MonkeySpin");
}
} }
@ -139,14 +167,27 @@ namespace HeavenStudio.Games
public void MonkeySuccess(PlayerActionEvent caller, float state) public void MonkeySuccess(PlayerActionEvent caller, float state)
{ {
double beat = caller.timer; if (state >= 1f || state <= -1f)
int randomSuccess = UnityEngine.Random.Range(1,5); {
double beat = caller.timer;
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/monkey3", beat), new MultiSound.Sound("holeInOne/mandrill1", beat),// temp should be miss
new MultiSound.Sound("holeInOne/hole" + randomSuccess, beat + 2f) new MultiSound.Sound("holeInOne/hole2", beat + 1f)// temp should be splash
}); });
MonkeyAnim.Play("MonkeySpin"); MonkeyAnim.Play("MonkeySpin");
}
else
{
double beat = caller.timer;
int randomSuccess = UnityEngine.Random.Range(1,5);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/monkey3", beat),
new MultiSound.Sound("holeInOne/hole" + randomSuccess, beat + 2f)
});
MonkeyAnim.Play("MonkeySpin");
}
} }
public void MonkeyMiss(PlayerActionEvent caller) public void MonkeyMiss(PlayerActionEvent caller)
@ -155,9 +196,8 @@ namespace HeavenStudio.Games
MonkeyAnim.Play("MonkeySpin"); MonkeyAnim.Play("MonkeySpin");
} }
public void Whiff(PlayerActionEvent caller) public void Nothing(PlayerActionEvent caller)
{ {
MonkeyAnim.Play("MonkeyBop");
} }
} }
} }