2022-08-26 08:29:26 +00:00
|
|
|
//notes:
|
|
|
|
//1. see space soccer, mr upbeat, tunnel for keep-the-beat codes
|
|
|
|
//2. see fan club for separate prefabs
|
|
|
|
//3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely)
|
|
|
|
//4. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
|
|
|
|
//5. delete all notes once the minigame is considered feature-complete
|
|
|
|
|
2022-08-24 02:22:20 +00:00
|
|
|
using HeavenStudio.Util;
|
|
|
|
using System;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
|
|
{
|
|
|
|
using static Minigames;
|
|
|
|
public static class AbgMarcherLoader
|
|
|
|
{
|
|
|
|
public static Minigame AddGame(EventCaller eventCaller) {
|
2022-08-24 12:47:41 +00:00
|
|
|
return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
|
2022-08-24 02:22:20 +00:00
|
|
|
{
|
|
|
|
//from krispy:
|
|
|
|
//i'm not that good at coding but i'll try my best to make a minigame
|
|
|
|
//please don't take over... i'll get back into it once i know coding
|
|
|
|
//thank you and have a nice day!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//the cues do nothing at the moment, so i temporarily disabled them
|
2022-08-26 08:29:26 +00:00
|
|
|
//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true),
|
2022-08-24 02:22:20 +00:00
|
|
|
|
|
|
|
//new GameAction("attention", delegate {}, 2f, false),
|
|
|
|
//new GameAction("march", delegate {}, 2f, false),
|
|
|
|
//new GameAction("halt", delegate {}, 2f, false),
|
2022-08-24 12:47:41 +00:00
|
|
|
//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>()
|
|
|
|
//{
|
|
|
|
// new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
|
2022-08-26 08:29:26 +00:00
|
|
|
// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
|
2022-08-24 12:47:41 +00:00
|
|
|
//}),
|
2022-08-24 02:22:20 +00:00
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
namespace HeavenStudio.Games
|
|
|
|
{
|
2022-08-24 12:47:41 +00:00
|
|
|
//using Scripts_MarchingOrders;
|
2022-08-24 02:22:20 +00:00
|
|
|
public class MarchingOrders : Minigame
|
|
|
|
{
|
2022-08-24 12:47:41 +00:00
|
|
|
public enum DirectionFaceTurn {
|
|
|
|
Right,
|
|
|
|
Left,
|
|
|
|
}
|
|
|
|
public enum FaceTurnLength {
|
|
|
|
Normal,
|
|
|
|
Fast,
|
|
|
|
}
|
|
|
|
|
2022-08-26 08:29:26 +00:00
|
|
|
public static MarchingOrders instance;
|
|
|
|
|
2022-08-24 02:22:20 +00:00
|
|
|
// Start is called before the first frame update
|
|
|
|
void Awake()
|
|
|
|
{
|
2022-08-26 08:29:26 +00:00
|
|
|
instance = this;
|
2022-08-24 02:22:20 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Update is called once per frame
|
|
|
|
void Update()
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
2022-08-26 08:29:26 +00:00
|
|
|
|
|
|
|
public void CadetsMarch(float beat)
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
2022-08-24 02:22:20 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|