extra sounds

This commit is contained in:
Rapandrasmus 2023-07-14 16:08:31 +02:00
parent 7d9e4f10e5
commit 837195774c

View file

@ -76,7 +76,7 @@ namespace HeavenStudio.Games.Scripts_AnimalAcrobat
bool goingRight = (Mathf.Floor(normalizedSwingBeat) + negativeOffset) % 2 == 0;
float dirMult = goingRight ? 1 : -1;
rotatePivot.localEulerAngles = new Vector3(0, 0, func(-halfAngle * dirMult, halfAngle * dirMult, normalizedAdjusted));
if (type == ObstacleType.Monkeys) anim.DoNormalizedAnimation("WhiteMonkeysSwing", normalizedAdjusted);
if (type == ObstacleType.Monkeys) anim.DoNormalizedAnimation("WhiteMonkeysSwing", normalizedSwingBeat);
}
private void JustHold(PlayerActionEvent caller, float state)
@ -95,6 +95,8 @@ namespace HeavenStudio.Games.Scripts_AnimalAcrobat
SoundByte.PlayOneShotGame("animalAcrobat/giraffeReleaseLoop", beat, 1, 1, true).SetLoopParams(beat + 4, 0);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("animalAcrobat/ringOfFireCymbal", beat + 2),
new MultiSound.Sound("animalAcrobat/audienceCheer", beat + 2.25f),
new MultiSound.Sound("animalAcrobat/flip", beat + 3),
new MultiSound.Sound("cymbal", beat + 4)
});