Stuff just for r2

This commit is contained in:
Epicgamer2469 2024-04-07 12:06:48 -05:00
parent d5b31da9fd
commit fe967b8250
5 changed files with 40 additions and 17 deletions

View file

@ -48,11 +48,11 @@ namespace HeavenStudio.Games.Loaders
new((x, _) => (int)x == 1, new string[] { "variationPa"}),
new((x, _) => (int)x == 2, new string[] { "variationPa_n"}),
}),
new Param("variationPan", BonOdori.variationPan.PanC, "Pan Type", "Set the variation of the voice line."),
new Param("variationPa", BonOdori.variationPa.PaG, "Pa Type", "Set the variation of the voice line."),
new Param("variationPa_n", BonOdori.variationPa_n.Pa_nA , "Pa-n Type", "Set the variation of the voice line."),
new Param("variationPan", new EntityTypes.NoteSampleDropdown(BonOdori.variationPan.PanC, BonOdori.GetSample, "semitone"), "Pan Type", "Set the variation of the voice line."),
new Param("variationPa", new EntityTypes.NoteSampleDropdown(BonOdori.variationPa.PaG, BonOdori.GetSample, "semitone"), "Pa Type", "Set the variation of the voice line."),
new Param("variationPa_n", new EntityTypes.NoteSampleDropdown(BonOdori.variationPa_n.Pa_nA, BonOdori.GetSample, "semitone") , "Pa-n Type", "Set the variation of the voice line."),
new Param("clapType", BonOdori.typeClap.SideClap, "Clap Type", "Set the type of clap."),
new Param("semitone", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."),
new Param("semitone", new EntityTypes.Note(offsetToC: false), "Semitone", "Set the number of semitones up or down this note should be pitched."),
},
},
@ -71,10 +71,10 @@ namespace HeavenStudio.Games.Loaders
new((x, _) => (int)x == 1, new string[] { "variationDo"}),
new((x, _) => (int)x == 2, new string[] { "variationDo_n"}),
}),
new Param("variationDon", BonOdori.variationDon.DonA, "Don Type", "Set the variation of the voice line."),
new Param("variationDo", BonOdori.variationDo.DoC, "Do Type", "Set the variation of the voice line."),
new Param("variationDo_n", BonOdori.variationDo_n.Do_nA, "Do-n Type", "Set the variation of the voice line."),
new Param("semitone", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."),
new Param("variationDon", new EntityTypes.NoteSampleDropdown(BonOdori.variationDon.DonA, BonOdori.GetSample, "semitone"), "Don Type", "Set the variation of the voice line."),
new Param("variationDo", new EntityTypes.NoteSampleDropdown(BonOdori.variationDo.DoC, BonOdori.GetSample, "semitone"), "Do Type", "Set the variation of the voice line."),
new Param("variationDo_n", new EntityTypes.NoteSampleDropdown(BonOdori.variationDo_n.Do_nA, BonOdori.GetSample, "semitone"), "Do-n Type", "Set the variation of the voice line."),
new Param("semitone", new EntityTypes.Note(offsetToC: false), "Semitone", "Set the number of semitones up or down this note should be pitched."),
},
},
@ -251,6 +251,29 @@ namespace HeavenStudio.Games
DoG = 1
}
public static readonly Dictionary<object, NoteSample> NoteSamples = new()
{
{ variationPan.PanC, new("bonOdori/pan1", 3, 4) },
{ variationPan.PanE, new("bonOdori/pan2", 7, 4) },
{ variationPan.PanA, new("bonOdori/pan3", 0, 4) },
{ variationPa_n.Pa_nA, new("bonOdori/pa_n1", 0, 4) },
{ variationPa_n.Pa_nC, new("bonOdori/pa_n2", 3, 4) },
{ variationPa.PaG, new("bonOdori/pa1", 7, 4) },
{ variationDon.DonA, new("bonOdori/don1", 0, 4) },
{ variationDon.DonD, new("bonOdori/don2", 5, 4) },
{ variationDon.DonC, new("bonOdori/don3", 3, 4) },
{ variationDon.DonG, new("bonOdori/don4", 10, 4) },
{ variationDo_n.Do_nA, new("bonOdori/do_n1", 0, 4) },
{ variationDo_n.Do_nG, new("bonOdori/do_n2", 7, 4) },
{ variationDo.DoC, new("bonOdori/do1", 3, 4) },
{ variationDo.DoG, new("bonOdori/do2", 7, 4) }
};
public static NoteSample GetSample(object sampleEnum)
{
return NoteSamples[sampleEnum];
}
public static BonOdori instance { get; set; }
public void Awake()

View file

@ -848,7 +848,7 @@ namespace HeavenStudio.Games
Conductor.instance.FadeMinigameVolume(0, 0, 1);
drumTempVolume = 1;
if (isWhirringPlaying) { whirring.Stop(); isWhirringPlaying = false; }
if (isWhirringPlaying) { whirring.KillLoop(); isWhirringPlaying = false; }
}
//make sure music volume resetting can be remembered between blastoffs

View file

@ -572,7 +572,7 @@ namespace HeavenStudio.Games
if (crowdSound != null)
{
crowdSound.Stop();
crowdSound.KillLoop();
}
}
@ -588,7 +588,7 @@ namespace HeavenStudio.Games
{
if (crowdSound != null)
{
crowdSound.Stop();
crowdSound.KillLoop();
}
crowdSound = SoundByte.PlayOneShotGame("manzai/disappointed");
@ -774,7 +774,7 @@ namespace HeavenStudio.Games
if (crowdSound != null)
{
crowdSound.Stop();
crowdSound.KillLoop();
}
}
@ -782,7 +782,7 @@ namespace HeavenStudio.Games
{
if (crowdSound != null)
{
crowdSound.Stop();
crowdSound.KillLoop();
}
if (!missedWithWrongButton)

View file

@ -219,7 +219,7 @@ namespace HeavenStudio.Games
string hitSfx = "slotMonster/stop_" + (isLast && isHit && !isMiss ? "hit" : (currentButton + 1));
SoundByte.PlayOneShotGame(hitSfx, forcePlay: true);
if (isLast) {
if (rollingSound != null) rollingSound.Stop();
if (rollingSound != null) rollingSound.KillLoop();
inputsActive = false;
if (isHit && !isMiss) {
smAnim.DoScaledAnimationAsync("Win", 0.5f);
@ -235,7 +235,7 @@ namespace HeavenStudio.Games
public void StartInterval(RiqEntity si, bool autoPass, int eyeSprite, double gameSwitchBeat)
{
if (rollingSound != null) rollingSound.Stop();
if (rollingSound != null) rollingSound.KillLoop();
List<RiqEntity> slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= si.beat && e.beat < si.beat + si.length);
if (slotActions.Count <= 0) return;
@ -322,7 +322,7 @@ namespace HeavenStudio.Games
private void ButtonEndMiss(PlayerActionEvent caller)
{
Debug.Log("miss i guess");
if (rollingSound != null) rollingSound.Stop();
if (rollingSound != null) rollingSound.KillLoop();
inputsActive = false;
smAnim.DoScaledAnimationAsync("Lose", 0.5f);
foreach (var anim in eyeAnims) {

View file

@ -111,7 +111,7 @@ namespace HeavenStudio.Util
{
foreach (Util.Sound sound in playingSounds)
{
sound.Stop();
sound.KillLoop();
}
if (destroy)
{