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//notes:
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// BEFORE NEW PROPS
//1. minenice will also use this to test out randomly named parameters so coding has to rest until the new props update
//2. see fan club for separate prefabs (cadets) [DONE]
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//3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
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// AFTER NEW PROPS
//4. see space soccer, mr upbeat, tunnel for keep-the-beat codes
//5. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
//6. will use a textbox without going through the visual options but i wonder how..?? (see first contact if ever textboxes are implemented in said minigame)
// AFTER FEATURE COMPLETION
//7. delete all notes once the minigame is considered feature-complete
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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 ) {
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return new Minigame ( "marchingOrders" , "Marching Orders \n<color=#eb5454>[WIP]</color>" , "00A43B" , false , false , new List < GameAction > ( )
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{
//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
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//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true),
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new GameAction ( "attention" , delegate { MarchingOrders . instance . SargeAttention ( eventCaller . currentEntity . beat ) ; } , 2f , false ) ,
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//new GameAction("march", delegate {}, 2f, false),
//new GameAction("halt", delegate {}, 2f, false),
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//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"),
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// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
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//}),
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} ) ;
}
}
}
namespace HeavenStudio.Games
{
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//using Scripts_MarchingOrders;
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public class MarchingOrders : Minigame
{
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public enum DirectionFaceTurn {
Right ,
Left ,
}
public enum FaceTurnLength {
Normal ,
Fast ,
}
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public static MarchingOrders instance ;
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// Start is called before the first frame update
void Awake ( )
{
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instance = this ;
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}
// Update is called once per frame
void Update ( )
{
}
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public void CadetsMarch ( float beat )
{
}
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public void SargeAttention ( float beat )
{
//ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, SitSuccess, SitMiss, SitEmpty);
MultiSound . Play ( new MultiSound . Sound [ ] {
new MultiSound . Sound ( "marchingOrders/attention1" , beat - 0.25f ) ,
new MultiSound . Sound ( "marchingOrders/attention2" , beat ) ,
new MultiSound . Sound ( "marchingOrders/attention3" , beat + 0.5f ) ,
} ) ;
}
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}
}