From ee9735c24ca923cf5f8202d6315ffe5c748deced Mon Sep 17 00:00:00 2001 From: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Fri, 15 Dec 2023 21:10:55 +0100 Subject: [PATCH] splashdown tweak --- Assets/Scripts/Games/Splashdown/Splashdown.cs | 23 ++----------------- 1 file changed, 2 insertions(+), 21 deletions(-) diff --git a/Assets/Scripts/Games/Splashdown/Splashdown.cs b/Assets/Scripts/Games/Splashdown/Splashdown.cs index 5cac91776..558c46f9e 100644 --- a/Assets/Scripts/Games/Splashdown/Splashdown.cs +++ b/Assets/Scripts/Games/Splashdown/Splashdown.cs @@ -269,12 +269,12 @@ namespace HeavenStudio.Games })); SoundByte.PlayOneShotGame("splashdown/yeah", diveBeat); SoundByte.PlayOneShotGame("splashdown/jumpOthers", diveBeat); - SoundByte.PlayOneShotGame("splashdown/rollOthers", diveBeat + 1); + if (dolphin) SoundByte.PlayOneShotGame("splashdown/rollOthers", diveBeat + 1); SoundByte.PlayOneShotGame("splashdown/splashOthers", diveBeat + 1.75); } BeatAction.New(instance, actions); SoundByte.PlayOneShotGame("splashdown/yeah", beat + (currentSynchrettes.Count * length)); - ScheduleInput(beat, currentSynchrettes.Count * length, InputAction_FlickRelease, dolphin ? JustJump : JustJumpNoDolphin, Out, Out); + ScheduleInput(beat, currentSynchrettes.Count * length, InputAction_FlickRelease, dolphin ? JustJump : JustJumpNoRollSound, Out, Out); } public void TogetherJump(double beat, bool alleyoop) @@ -416,25 +416,6 @@ namespace HeavenStudio.Games }); } - private void JustJumpNoDolphin(PlayerActionEvent caller, float state) - { - double diveBeat = caller.timer + caller.startBeat; - SoundByte.PlayOneShotGame("splashdown/jumpPlayer"); - SoundByte.PlayOneShotGame("splashdown/splashPlayer", diveBeat + 1.75); - if (state >= 1f || state <= -1f) - { - player.Jump(diveBeat, true, true); - return; - } - SoundByte.PlayOneShotGame("splashdown/rollPlayer", diveBeat + 1); - player.Jump(diveBeat, false, true); - BeatAction.New(instance, new List() - { - new BeatAction.Action(diveBeat + 1.75, delegate { crowdAnim.DoScaledAnimationAsync("CrowdCheer", 0.5f); }), - new BeatAction.Action(diveBeat + 4, delegate { crowdAnim.Play("CrowdIdle", 0, 0); }) - }); - } - private void JustJumpNoRollSound(PlayerActionEvent caller, float state) { double diveBeat = caller.timer + caller.startBeat;