Karate Man - Object through sound changed from GBA to Fever/Megamix (#178)

* Karate Man - Object through sound changed from GBA to Fever/Megamix

it bothers me

* Marching Orders - Face Turn Inputs and More

i said it will be back in action in around november, it's less than 10 days close to november anyway, plus the inputs are easy peasy

* Fixing March Animations

slight error

Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
KrispyDotlessI 2023-01-16 11:08:37 +08:00 committed by GitHub
parent a57c373dfb
commit 168ef0a96b
10 changed files with 95 additions and 61 deletions

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@ -1,15 +1,13 @@
//notes: //notes:
// BEFORE NEW PROPS // CURRENT STATE
// - minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE] // - rework on the marching cadet code (it sucks)
// - see fan club for separate prefabs (cadets) [DONE]
// - temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
// AFTER NEW PROPS
// - testmod marching orders using speed
// - see space soccer, mr upbeat, tunnel for keep-the-beat codes // - see space soccer, mr upbeat, tunnel for keep-the-beat codes
// - figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases) // - figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
// - 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) // - 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 // AFTER FEATURE COMPLETION
// - delete all notes once the minigame is considered feature-complete // - delete all notes once the minigame is considered feature-complete
// - polish. like a lot of polish
// - of course, assetbundles!
using HeavenStudio.Util; using HeavenStudio.Util;
using System; using System;
@ -144,7 +142,7 @@ namespace HeavenStudio.Games
marchOtherCount += 1; marchOtherCount += 1;
var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL"); var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1"); Jukebox.PlayOneShotGame("marchingOrders/stepOther");
Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f); Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f); Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f); Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
@ -160,7 +158,7 @@ namespace HeavenStudio.Games
marchPlayerCount += 1; marchPlayerCount += 1;
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL"); var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1"); Jukebox.PlayOneShotGame("marchingOrders/stepOther");
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f); CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
} }
} }
@ -216,7 +214,7 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/halt1", beat), new MultiSound.Sound("marchingOrders/halt1", beat),
new MultiSound.Sound("marchingOrders/halt2", beat + 1f), new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
new MultiSound.Sound("marchingOrders/step1", beat + 1f), new MultiSound.Sound("marchingOrders/stepOther", beat + 1f),
}, forcePlay:true); }, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
@ -244,12 +242,12 @@ namespace HeavenStudio.Games
switch (type) switch (type)
{ {
case (int) MarchingOrders.DirectionFaceTurn.Left: case (int) MarchingOrders.DirectionFaceTurn.Left:
//ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty); ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, LeftMiss, LeftThrough);
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat), new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f), new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f), new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/leftFaceTurn4", beat + turnLength + 2f), new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
}, forcePlay:true); }, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
@ -260,11 +258,12 @@ namespace HeavenStudio.Games
}); });
break; break;
default: default:
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightThrough);
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat), new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f), new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f), new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f), new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
}, forcePlay:true); }, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
@ -284,6 +283,7 @@ namespace HeavenStudio.Games
} }
public static void AttentionSound(float beat) public static void AttentionSound(float beat)
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
@ -308,6 +308,42 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/halt2", beat + 1f), new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
}, forcePlay:true); }, forcePlay:true);
} }
public void LeftSuccess(PlayerActionEvent caller, float state)
{
Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
}
public void LeftMiss(PlayerActionEvent caller)
{
//Jukebox.PlayOneShotGame("spaceDance/inputBad2");
}
public void LeftThrough(PlayerActionEvent caller)
{
}
public void RightSuccess(PlayerActionEvent caller, float state)
{
Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
}
public void RightMiss(PlayerActionEvent caller)
{
//Jukebox.PlayOneShotGame("spaceDance/inputBad2");
}
public void RightThrough(PlayerActionEvent caller)
{
}
} }
} }

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