Prepping for Sound Implementation
Made a system to brute-force phrase sounds, removed some randomization, added a way to pitch and unpitch Kosuke's voice lines, added a temp icon for Manzai.
This commit is contained in:
parent
56112fca46
commit
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@ -82,7 +82,7 @@ Material:
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m_Colors:
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@ -26851,7 +26851,7 @@ MonoBehaviour:
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@ -32707,7 +32707,7 @@ RectTransform:
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--- !u!222 &1154875945
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@ -31,10 +31,15 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("pun", "Pun")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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Manzai.PunSFX(e.beat, e["pun"], e["pitch"]); },
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function = delegate {
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var e = eventCaller.currentEntity;
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Manzai.instance.DoPun(e.beat, e["boing"]); },
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defaultLength = 4,
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parameters = new List<Param>()
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{
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new Param("boing", Manzai.BoingType.Normal, "Pun Type", "Will Kosuke mess up his pun?"),
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@ -112,45 +117,45 @@ namespace HeavenStudio.Games
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{
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Normal,
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Boing,
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Random,
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//Random,
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}
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public enum Puns
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{
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AichiniAichinna,
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AmmeteAmena,
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ChainaniNichaina,
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DenwariDenwa, //short animation
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// AichiniAichinna,
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// AmmeteAmena,
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// ChainaniNichaina,
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// DenwariDenwa, //short animation
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FutongaFuttonda,
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HiromegaHirameida,
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IkagariKatta,
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IkugawaIkura, //short animation (boing unused)
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KaeruBurikaeru,
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KarewaKare,
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KouchagaKouchou,
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KusagaKusai, //short animation (boing unused)
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MegaminiwaMegane,
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// HiromegaHirameida,
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// IkagariKatta,
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// IkugawaIkura, //short animation (boing unused)
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// KaeruBurikaeru,
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// KarewaKare,
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// KouchagaKouchou,
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// KusagaKusai, //short animation (boing unused)
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// MegaminiwaMegane,
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MikangaMikannai,
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NekogaNekoronda,
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// NekogaNekoronda,
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OkanewaOkkane,
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OkurezeKitteOkure,
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OmochinoKimochi,
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OmoinoHokaOmoi,
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PuringaTappurin,
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RakudawaRakugana,
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RoukadaKatarouka,
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SaiyoMinasai,
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SakanaKanaMasakana,
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SarugaSaru, //short animation (boing unused)
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ShaiinniNanariNashain_Unused, //fully unused
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SuikawaYasuika,
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TaigaTabetaina,
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TaininiKittai,
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TaiyoGamiTaiyou,
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ToiletNiIttoire,
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TonakaiyoOtonokoi,
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TorinikugaTorininkui,
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UmetteUmena,
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// OkurezeKitteOkure,
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// OmochinoKimochi,
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// OmoinoHokaOmoi,
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// PuringaTappurin,
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// RakudawaRakugana,
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// RoukadaKatarouka,
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// SaiyoMinasai,
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// SakanaKanaMasakana,
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// SarugaSaru, //short animation (boing unused)
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// ShaiinniNanariNashain_Unused, //fully unused
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// SuikawaYasuika,
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// TaigaTabetaina,
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// TaininiKittai,
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// TaiyoGamiTaiyou,
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// ToiletNiIttoire,
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// TonakaiyoOtonokoi,
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// TorinikugaTorininkui,
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// UmetteUmena,
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}
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@ -192,10 +197,10 @@ namespace HeavenStudio.Games
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{
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int punOrBoing = isBoing;
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if(isBoing == (int)Manzai.BoingType.Random)
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{
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punOrBoing = UnityEngine.Random.Range(0, 5) % 2;
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}
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//if(isBoing == (int)Manzai.BoingType.Random)
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//{
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// punOrBoing = UnityEngine.Random.Range(0, 5) % 2;
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//}
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if(punOrBoing == (int)Manzai.BoingType.Normal)
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{
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@ -206,15 +211,32 @@ namespace HeavenStudio.Games
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{
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DoPunBoing(beat);
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}
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Debug.Log(punOrBoing);
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//Debug.Log(punOrBoing);
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}
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public static void PunSFX(double beat, int whichPun, bool isPitched)
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{
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var punName= Enum.GetName(typeof(Puns), whichPun);
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float pitch = isPitched ? Conductor.instance.songBpm/98 : 1;
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound($"manzai/{punName}1", beat + 0.00f, pitch, offset: 0.05),
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new MultiSound.Sound($"manzai/{punName}2", beat + 0.25f, pitch),
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new MultiSound.Sound($"manzai/{punName}3", beat + 0.50f, pitch),
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new MultiSound.Sound($"manzai/{punName}4", beat + 0.75f, pitch),
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new MultiSound.Sound($"manzai/{punName}5", beat + 1.00f, pitch),
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new MultiSound.Sound($"manzai/{punName}6", beat + 1.25f, pitch),
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new MultiSound.Sound($"manzai/{punName}7", beat + 1.50f, pitch),
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new MultiSound.Sound($"manzai/{punName}8", beat + 1.75f, pitch),
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new MultiSound.Sound($"manzai/{punName}9", beat + 2.00f, pitch),
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}, forcePlay: true);
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}
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public void DoPunHai(double beat)
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{
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int bubbleAnimation = UnityEngine.Random.Range(0, 2);
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SoundByte.PlayOneShotGame("manzai/"+sfxDefs[0].sfx, pitch: Conductor.instance.songBpm/98);
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ScheduleInput(beat, 2.5f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustL : HaiJustR, HaiMiss, Nothing);
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ScheduleInput(beat, 3.0f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustR : HaiJustL, HaiMiss, Nothing);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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int bubbleAnimation = UnityEngine.Random.Range(0, 2);
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SoundByte.PlayOneShotGame("manzai/"+sfxDefs[1].sfx, pitch: Conductor.instance.songBpm/98);
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//SoundByte.PlayOneShotGame("manzai/"+sfxDefs[1].sfx, pitch: Conductor.instance.songBpm/98);
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ScheduleInput(beat, 2.5f, InputAction_BasicPress, BoingJust, BoingMiss, Nothing);
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BeatAction.New(instance, new List<BeatAction.Action>()
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