Add HiO sounds

Script still has instance issues but that's also a savesate
This commit is contained in:
blank3times 2024-01-24 15:41:11 -08:00
parent 1a94838cd9
commit 506ab9bade
26 changed files with 301 additions and 19 deletions

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@ -18,14 +18,14 @@ namespace HeavenStudio.Games.Loaders
{ {
return new Minigame("holeInOne", "Hole in One", "6ab99e", false, false, new List<GameAction>() return new Minigame("holeInOne", "Hole in One", "6ab99e", false, false, new List<GameAction>()
{ {
// new GameAction("testanims", "Test Animation") new GameAction("testanims", "Test Animation")
// { {
// function = delegate { HoleInOne.instance.DoTestAnim(eventCaller.currentEntity.beat); }, function = delegate { HoleInOne.instance.DoTestAnim(eventCaller.currentEntity.beat); },
// } }
}, }//,
new List<string>() { "rvl", "normal" }, // new List<string>() { "rvl", "normal" },
"rvlgolf", "en", // "rvlgolf", "en",
new List<string>() { } // new List<string>() { }
); );
} }
} }
@ -37,20 +37,30 @@ namespace HeavenStudio.Games
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override. /// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
public class HoleInOne : Minigame public class HoleInOne : Minigame
{ {
// public Animator Monkey; public Animator Monkey;
// public static HoleInOne instance; public static HoleInOne instance;
// public void DoTestAnim(double beat) // Awake is called before the first frame update
// { void Awake()
// //Bell Sound lol {
// SoundByte.PlayOneShotGame("rhythmSomen/somen_bell"); instance = this;
}
// BeatAction.New(this, new List<BeatAction.Action>() void Update()
{
}
public void DoTestAnim(double beat)
{
SoundByte.PlayOneShotGame("holeInOne/whale");
// BeatAction.New(instance, new List<BeatAction.Action>()
// { // {
// new BeatAction.Action(beat, delegate { Monkey.DoScaledAnimationAsync("MonkeySpin", 0.5f);}), // new BeatAction.Action(beat, delegate { Monkey.DoScaledAnimationAsync("MonkeySpin", 0.5f);}),
// }); // });
// } }
} }
} }