Nail Carpenter(WIP) #Fixed audio bugs in an unbeautiful implementation.
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@ -16,21 +16,25 @@ namespace HeavenStudio.Games.Loaders
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{
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new GameAction("puddingNail", "Pudding Nail")
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{
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function = delegate {NailCarpenter.instance.PlaySound();},
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("cherryNail", "Cherry Nail")
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{
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function = delegate {NailCarpenter.instance.PlaySound();},
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defaultLength = 2f,
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resizable = true
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},
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new GameAction("cakeNail", "Cake Nail")
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{
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function = delegate {NailCarpenter.instance.PlaySound();},
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defaultLength = 2f,
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resizable = true
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},
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new GameAction("cakeLongNail", "Cake Long Nail")
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{
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function = delegate {NailCarpenter.instance.PlaySound();},
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defaultLength = 2f,
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resizable = true
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},
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@ -187,7 +191,6 @@ namespace HeavenStudio.Games
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List<RiqEntity> cakeNailEvents = entities.FindAll(v => v.datamodel == "nailCarpenter/cakeNail");
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List<RiqEntity> cklNailEvents = entities.FindAll(v => v.datamodel == "nailCarpenter/cakeLongNail");
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var sounds = new List<MultiSound.Sound>(){};
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var cherryTargetBeats = new List<double>(){};
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// Spawn cake and nail.
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@ -307,10 +310,6 @@ namespace HeavenStudio.Games
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}
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}
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}
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if (sounds.Count > 0) {
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MultiSound.Play(sounds.ToArray(), forcePlay: true);
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}
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}
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public override void OnPlay(double beat)
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@ -388,5 +387,18 @@ namespace HeavenStudio.Games
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return false;
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}
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// MultiSound.Play may not work in OnPlay (OnGameSwitch?), so I play the audio using an alternative method.
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List<MultiSound.Sound> sounds = new List<MultiSound.Sound>(){};
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bool isPlayed = false;
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public void PlaySound()
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{
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if (isPlayed) return;
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if (sounds.Count > 0) {
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MultiSound.Play(sounds.ToArray());
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isPlayed = true;
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sounds = null;
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}
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}
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}
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}
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@ -36,7 +36,6 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
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}
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private void AwakeAnim()
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{
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Debug.Log(sweetType);
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switch(sweetType)
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{
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case sweetsType.Pudding:
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