i fixed a couple bugs
the dim screen is back and no input duplication when switching games. hallelujah
This commit is contained in:
parent
0243580eca
commit
4b9181be92
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@ -3485,7 +3485,7 @@ SpriteRenderer:
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Assets/Resources/Sfx/games/freezeFrame/slowCarFar.ogg
Normal file
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Assets/Resources/Sfx/games/freezeFrame/slowCarFar.ogg
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Assets/Resources/Sfx/games/freezeFrame/slowCarFar.ogg.meta
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@ -220,8 +220,6 @@ namespace HeavenStudio.Games
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{
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/*
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BIG LIST OF TODOS
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- use unity's random
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- finish sounds
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- wait for upscale
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- make particles random sprites
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}
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private void OnDestroy()
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{
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if (PhotoList.Count > 0) PhotoList.Clear();
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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//if (PhotoList.Count > 0) PhotoList.Clear();
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}
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// MINIGAME METHODS
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}
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public static void SlowCarSFX()
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{
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SoundByte.PlayOneShotGame("freezeFrame/smallCarZoom1a", forcePlay: true);
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SoundByte.PlayOneShotGame("freezeFrame/slowCarFar", forcePlay: true);
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}
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public static void FastCarCue(double beat, int photoType, bool mute = false)
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{
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Instance.ScheduleInput(beat, 2f, InputAction_BasicPress, Instance.PhotoSuccess, Instance.PhotoMiss, Instance.PhotoEmpty),
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new PhotoArgs(CarType.FastCar, (PhotoType)photoType, 0f)
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);
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SoundByte.PlayOneShotGame("freezeFrame/fastCarZoom", beat + 2);
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SoundByte.PlayOneShotGame("freezeFrame/fastCarNear", beat + 2);
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}
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public static void FastCarSFX()
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{
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SoundByte.PlayOneShotGame("freezeFrame/fastCarZoom", forcePlay: true);
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SoundByte.PlayOneShotGame("freezeFrame/fastCarFar", forcePlay: true);
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}
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public static void ShowPhotos(double beat, float length, int gradeTypeI, bool audience, bool clearCache)
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{
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{
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case 2:
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Instance.CameraMan.DoScaledAnimationAsync("Happy", 0.5f);
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SoundByte.PlayOneShotGame("freezeFrame/result_Hi");
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if (audience)
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SoundByte.PlayOneShotGame("freezeFrame/result_Hi");
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else
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SoundByte.PlayOneShotGame("freezeFrame/successNoCrowd");
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break;
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break;
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case 1:
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Instance.CameraMan.DoScaledAnimationAsync("Oops", 0.5f);
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SoundByte.PlayOneShotGame("freezeFrame/result_Ok");
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if (audience)
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SoundByte.PlayOneShot("applause");
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break;
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case 0:
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Instance.CameraMan.DoScaledAnimationAsync("Cry", 0.5f);
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SoundByte.PlayOneShotGame("freezeFrame/result_Ng");
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if (audience)
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break;
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break;
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default:
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break;
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