i fixed a couple bugs

the dim screen is back and no input duplication when switching games. hallelujah
This commit is contained in:
playinful 2024-03-11 18:42:18 -04:00
parent 0243580eca
commit 4b9181be92
38 changed files with 155 additions and 128 deletions

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@ -220,8 +220,6 @@ namespace HeavenStudio.Games
{
/*
BIG LIST OF TODOS
- use unity's random
- finish sounds
- wait for upscale
- make particles random sprites
@ -414,7 +412,11 @@ namespace HeavenStudio.Games
}
private void OnDestroy()
{
if (PhotoList.Count > 0) PhotoList.Clear();
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
//if (PhotoList.Count > 0) PhotoList.Clear();
}
// MINIGAME METHODS
@ -587,7 +589,7 @@ namespace HeavenStudio.Games
}
public static void SlowCarSFX()
{
SoundByte.PlayOneShotGame("freezeFrame/smallCarZoom1a", forcePlay: true);
SoundByte.PlayOneShotGame("freezeFrame/slowCarFar", forcePlay: true);
}
public static void FastCarCue(double beat, int photoType, bool mute = false)
{
@ -599,11 +601,11 @@ namespace HeavenStudio.Games
Instance.ScheduleInput(beat, 2f, InputAction_BasicPress, Instance.PhotoSuccess, Instance.PhotoMiss, Instance.PhotoEmpty),
new PhotoArgs(CarType.FastCar, (PhotoType)photoType, 0f)
);
SoundByte.PlayOneShotGame("freezeFrame/fastCarZoom", beat + 2);
SoundByte.PlayOneShotGame("freezeFrame/fastCarNear", beat + 2);
}
public static void FastCarSFX()
{
SoundByte.PlayOneShotGame("freezeFrame/fastCarZoom", forcePlay: true);
SoundByte.PlayOneShotGame("freezeFrame/fastCarFar", forcePlay: true);
}
public static void ShowPhotos(double beat, float length, int gradeTypeI, bool audience, bool clearCache)
{
@ -685,18 +687,21 @@ namespace HeavenStudio.Games
{
case 2:
Instance.CameraMan.DoScaledAnimationAsync("Happy", 0.5f);
if (audience)
SoundByte.PlayOneShotGame("freezeFrame/result_Hi");
else
SoundByte.PlayOneShotGame("freezeFrame/successNoCrowd");
if (audience)
break;
break;
case 1:
Instance.CameraMan.DoScaledAnimationAsync("Oops", 0.5f);
SoundByte.PlayOneShotGame("freezeFrame/result_Ok");
if (audience)
SoundByte.PlayOneShot("applause");
break;
case 0:
Instance.CameraMan.DoScaledAnimationAsync("Cry", 0.5f);
SoundByte.PlayOneShotGame("freezeFrame/result_Ng");
if (audience)
break;
break;
default:
break;