Export "bread' animations here

cause i wanna make it accurate™
This commit is contained in:
KrispyDotlessI 2022-08-28 13:38:49 +08:00
parent ca0db56012
commit 0327387d33
45 changed files with 2970 additions and 53 deletions

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@ -32,11 +32,12 @@ namespace HeavenStudio.Games.Loaders
//the cues do nothing at the moment, so i temporarily disabled them //the cues do nothing at the moment, so i temporarily disabled them
new GameAction("bop", delegate { MarchingOrders.instance.Bop(eventCaller.currentEntity.beat); }, 1f, false),
//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), //new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true),
new GameAction("attention", delegate { MarchingOrders.instance.SargeAttention(eventCaller.currentEntity.beat); }, 2.25f, false), new GameAction("attention", delegate { MarchingOrders.instance.SargeAttention(eventCaller.currentEntity.beat); }, 2.25f, false),
new GameAction("march", delegate { MarchingOrders.instance.SargeMarch(eventCaller.currentEntity.beat); }, 2.0f, false), new GameAction("march", delegate { MarchingOrders.instance.SargeMarch(eventCaller.currentEntity.beat); }, 2.0f, false),
//new GameAction("halt", delegate {}, 2f, false), new GameAction("halt", delegate {}, 2f, false),
//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>() //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"), // new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
@ -52,6 +53,7 @@ namespace HeavenStudio.Games
//using Scripts_MarchingOrders; //using Scripts_MarchingOrders;
public class MarchingOrders : Minigame public class MarchingOrders : Minigame
{ {
[Header("References")]
public Animator Sarge; public Animator Sarge;
public Animator Cadet1; public Animator Cadet1;
public Animator Cadet2; public Animator Cadet2;
@ -81,6 +83,17 @@ namespace HeavenStudio.Games
void Update() void Update()
{ {
}
public void Bop(float beat)
{
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Cadet1.Play("Bop", -1, 0);}),
new BeatAction.Action(beat, delegate { Cadet2.Play("Bop", -1, 0);}),
new BeatAction.Action(beat, delegate { Cadet3.Play("Bop", -1, 0);}),
new BeatAction.Action(beat, delegate { CadetPlayer.Play("Bop", -1, 0);}),
});
} }
public void CadetsMarch(float beat) public void CadetsMarch(float beat)
@ -99,15 +112,27 @@ namespace HeavenStudio.Games
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}), new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}),
new BeatAction.Action(beat + 0.25f, delegate { Cadet1.Play("Idle", -1, 0);}),
new BeatAction.Action(beat + 0.25f, delegate { Cadet2.Play("Idle", -1, 0);}),
new BeatAction.Action(beat + 0.25f, delegate { Cadet3.Play("Idle", -1, 0);}),
new BeatAction.Action(beat + 0.25f, delegate { CadetPlayer.Play("Idle", -1, 0);}),
}); });
} }
public void SargeMarch(float beat) public void SargeMarch(float beat)
{ {
Jukebox.PlayOneShot("games/marchingOrders/march1"); MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 1f),
});
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}),
new BeatAction.Action(beat, delegate { Cadet1.Play("Idle", -1, 0);}),
new BeatAction.Action(beat, delegate { Cadet2.Play("Idle", -1, 0);}),
new BeatAction.Action(beat, delegate { Cadet3.Play("Idle", -1, 0);}),
new BeatAction.Action(beat, delegate { CadetPlayer.Play("Idle", -1, 0);}),
}); });
} }