splashdown tweak

This commit is contained in:
Rapandrasmus 2023-12-15 21:10:55 +01:00
parent 437ec3e5d9
commit ee9735c24c

View file

@ -269,12 +269,12 @@ namespace HeavenStudio.Games
})); }));
SoundByte.PlayOneShotGame("splashdown/yeah", diveBeat); SoundByte.PlayOneShotGame("splashdown/yeah", diveBeat);
SoundByte.PlayOneShotGame("splashdown/jumpOthers", 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); SoundByte.PlayOneShotGame("splashdown/splashOthers", diveBeat + 1.75);
} }
BeatAction.New(instance, actions); BeatAction.New(instance, actions);
SoundByte.PlayOneShotGame("splashdown/yeah", beat + (currentSynchrettes.Count * length)); 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) 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<BeatAction.Action>()
{
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) private void JustJumpNoRollSound(PlayerActionEvent caller, float state)
{ {
double diveBeat = caller.timer + caller.startBeat; double diveBeat = caller.timer + caller.startBeat;