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

View file

@ -1351,7 +1351,7 @@ SpriteRenderer:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 20
m_Sprite: {fileID: 21300000, guid: 9cd3b6e1f65b8924cb61f2bff440c703, type: 3}
m_Sprite: {fileID: 21300000, guid: 9a0b0e8ac9906194b855397e01ca63f9, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 0.5254902}
m_FlipX: 0
m_FlipY: 0

View file

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 68bc11fbde502954bac98356e27ebf0a
guid: 216fb1053a001094682f72154e4c5b74
AudioImporter:
externalObjects: {}
serializedVersion: 6

View file

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: a309c402deb4cec409b80f448812886f
guid: 3d783a872d3761248b36d824b1e55d88
AudioImporter:
externalObjects: {}
serializedVersion: 6

View file

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 072598f0f25ee574098a1c1a912d02b0
guid: 501dcb9853aa30e4090a8084b37b1db5
AudioImporter:
externalObjects: {}
serializedVersion: 6

View file

@ -0,0 +1,22 @@
fileFormatVersion: 2
guid: dff60d5367d760c4ea0f4d492a5a0748
AudioImporter:
externalObjects: {}
serializedVersion: 6
defaultSettings:
loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
platformSettingOverrides: {}
forceToMono: 0
normalize: 1
preloadAudioData: 1
loadInBackground: 0
ambisonic: 0
3D: 1
userData:
assetBundleName:
assetBundleVariant:

View file

@ -1510,13 +1510,7 @@ AnimationClip:
- time: 0
value: {fileID: 9063607464200046497, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- time: 0.033333335
value: {fileID: -854871192670245052, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- time: 0.06666667
value: {fileID: -854871192670245052, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- time: 0.8333333
value: {fileID: -854871192670245052, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- time: 0.8666667
value: {fileID: -854871192670245052, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
value: {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- time: 0.9
value: {fileID: 9063607464200046497, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
attribute: m_Sprite
@ -1757,10 +1751,7 @@ AnimationClip:
- {fileID: -7998149598989480986, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: -7998149598989480986, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: 9063607464200046497, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: -854871192670245052, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: -854871192670245052, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: -854871192670245052, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: -854871192670245052, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: 9063607464200046497, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
m_AnimationClipSettings:
serializedVersion: 2

View file

@ -1806,16 +1806,6 @@ AnimationClip:
value: {fileID: 9063607464200046497, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- time: 0.033333335
value: {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- time: 0.06666667
value: {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- time: 0.1
value: {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- time: 0.8333333
value: {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- time: 0.8666667
value: {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- time: 0.9
value: {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- time: 0.93333334
value: {fileID: 9063607464200046497, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
attribute: m_Sprite
@ -2072,11 +2062,6 @@ AnimationClip:
- {fileID: -7998149598989480986, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: 9063607464200046497, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: 3603139382469830057, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
- {fileID: 9063607464200046497, guid: 07a712fc3a8592248b24d4108837306c, type: 3}
m_AnimationClipSettings:
serializedVersion: 2

View file

@ -1,15 +1,13 @@
//notes:
// BEFORE NEW PROPS
// - minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE]
// - 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
// CURRENT STATE
// - rework on the marching cadet code (it sucks)
// - 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)
// - 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
// - delete all notes once the minigame is considered feature-complete
// - polish. like a lot of polish
// - of course, assetbundles!
using HeavenStudio.Util;
using System;
@ -144,7 +142,7 @@ namespace HeavenStudio.Games
marchOtherCount += 1;
var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1");
Jukebox.PlayOneShotGame("marchingOrders/stepOther");
Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
@ -160,7 +158,7 @@ namespace HeavenStudio.Games
marchPlayerCount += 1;
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1");
Jukebox.PlayOneShotGame("marchingOrders/stepOther");
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
}
}
@ -216,7 +214,7 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/halt1", beat),
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
new MultiSound.Sound("marchingOrders/step1", beat + 1f),
new MultiSound.Sound("marchingOrders/stepOther", beat + 1f),
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
@ -244,12 +242,12 @@ namespace HeavenStudio.Games
switch (type)
{
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[] {
new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
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);
BeatAction.New(Player, new List<BeatAction.Action>()
@ -260,11 +258,12 @@ namespace HeavenStudio.Games
});
break;
default:
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightThrough);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
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);
BeatAction.New(Player, new List<BeatAction.Action>()
@ -284,6 +283,7 @@ namespace HeavenStudio.Games
}
public static void AttentionSound(float beat)
{
MultiSound.Play(new MultiSound.Sound[] {
@ -308,6 +308,42 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
}, 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)
{
}
}
}

View file

@ -1,9 +1,9 @@
ManifestFileVersion: 0
CRC: 67804883
CRC: 3583203723
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 12b838a94c79042ad1655edbf842a8f6
Hash: 590369c115e99f9279a3225b566e911b
TypeTreeHash:
serializedVersion: 2
Hash: 9a2ca7bdbd1871f7131daf57de908e0c
@ -13,21 +13,21 @@ ClassTypes:
Script: {instanceID: 0}
SerializeReferenceClassIdentifiers: []
Assets:
- Assets/Resources/Sfx/games/karateman/punchKick4.ogg
- Assets/Resources/Sfx/games/karateman/one.ogg
- Assets/Resources/Sfx/games/karateman/punchy2.ogg
- Assets/Resources/Sfx/games/karateman/threeAlt.wav
- Assets/Resources/Sfx/games/karateman/hitAlt.wav
- Assets/Resources/Sfx/games/karateman/two.ogg
- Assets/Resources/Sfx/games/karateman/punchKick3.ogg
- Assets/Resources/Sfx/games/karateman/four.ogg
- Assets/Resources/Sfx/games/karateman/punchKick1.ogg
- Assets/Resources/Sfx/games/karateman/pow.ogg
- Assets/Resources/Sfx/games/karateman/punchy3.ogg
- Assets/Resources/Sfx/games/karateman/ko.ogg
- Assets/Resources/Sfx/games/karateman/punchy1.ogg
- Assets/Resources/Sfx/games/karateman/punchy4.ogg
- Assets/Resources/Sfx/games/karateman/hit.ogg
- Assets/Resources/Sfx/games/karateman/three.ogg
- Assets/Resources/Sfx/games/karateman/punchKick2.ogg
- Assets/Resources/Sfx/games/karateman/en/punchKick4.ogg
- Assets/Resources/Sfx/games/karateman/en/one.ogg
- Assets/Resources/Sfx/games/karateman/en/punchy2.ogg
- Assets/Resources/Sfx/games/karateman/en/threeAlt.wav
- Assets/Resources/Sfx/games/karateman/en/hitAlt.wav
- Assets/Resources/Sfx/games/karateman/en/two.ogg
- Assets/Resources/Sfx/games/karateman/en/punchKick3.ogg
- Assets/Resources/Sfx/games/karateman/en/four.ogg
- Assets/Resources/Sfx/games/karateman/en/punchKick1.ogg
- Assets/Resources/Sfx/games/karateman/en/pow.ogg
- Assets/Resources/Sfx/games/karateman/en/punchy3.ogg
- Assets/Resources/Sfx/games/karateman/en/ko.ogg
- Assets/Resources/Sfx/games/karateman/en/punchy1.ogg
- Assets/Resources/Sfx/games/karateman/en/punchy4.ogg
- Assets/Resources/Sfx/games/karateman/en/hit.ogg
- Assets/Resources/Sfx/games/karateman/en/three.ogg
- Assets/Resources/Sfx/games/karateman/en/punchKick2.ogg
Dependencies: []