End Pose Start

Adds the End Pose cue's tweeting sound (took so long but felt so cool)
This commit is contained in:
RaffyTaffy14 2023-01-30 20:57:53 -05:00
parent 75f8ad0184
commit 40d722de01

View file

@ -12,6 +12,12 @@ namespace HeavenStudio.Games.Loaders
{
return new Minigame("sumoBrothers", "Sumo Brothers \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "0058CE", false, false, new List<GameAction>()
{
new GameAction("endPose", "End Pose")
{
preFunction = delegate { var e = eventCaller.currentEntity; SumoBrothers.Pose(e.beat); },
defaultLength = 5f
}
});
}
}
@ -19,7 +25,7 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games
{
// using Scripts_SumoBrothers;
// using Scripts_SumoBrothers;
public class SumoBrothers : Minigame
{
// Start is called before the first frame update
@ -32,6 +38,30 @@ namespace HeavenStudio.Games
void Update()
{
}
public static void Pose(float beat)
{
var cond = Conductor.instance;
var cueLength = 60 / cond.songBpm * 3;
var loopAmount = Math.Ceiling((cueLength - 0.208) / 0.395);
var beatsPerSecond = cond.songBpm / 60;
var soundBeatLength = beatsPerSecond * 0.395;
print(cueLength + " and " + loopAmount);
List<MultiSound.Sound> sound = new List<MultiSound.Sound>();
sound.Add(new MultiSound.Sound("sumoBrothers/posesignalBegin", beat));
for (int i = 1; i <= loopAmount; i++)
{
sound.Add(new MultiSound.Sound("sumoBrothers/posesignalLoop", i * (float)soundBeatLength + beat - (float)soundBeatLength + ((float)beatsPerSecond * 0.208f)));
}
print(sound.ToArray());
MultiSound.Play(sound.ToArray());
}
}
}