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Coding Test
i did a dum dum and forgot to put the script in the prefab, another bummer.
This commit is contained in:
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2 changed files with 60 additions and 12 deletions
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@ -1106,6 +1106,7 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 4161079182365989534}
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- component: {fileID: -355020381370293803}
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m_Layer: 0
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m_Name: marchingOrders
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m_TagString: Untagged
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@ -1134,6 +1135,27 @@ Transform:
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &-355020381370293803
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7932591990038472721}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 88781b295be0fe245b61208a9de66199, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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EligibleHits: []
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scheduledInputs: []
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firstEnable: 0
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Sarge: {fileID: 2588778952987738506}
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Cadet1: {fileID: 0}
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Cadet2: {fileID: 0}
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Cadet3: {fileID: 0}
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CadetPlayer: {fileID: 0}
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Player: {fileID: 8848288323294350469}
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--- !u!1 &8579906743383480424
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GameObject:
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m_ObjectHideFlags: 0
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@ -1269,7 +1291,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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propertyPath: m_Name
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value: Cadets1
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value: Cadet1
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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@ -1331,7 +1353,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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propertyPath: m_Name
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value: Cadets3
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value: Cadet3
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objectReference: {fileID: 0}
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- target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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propertyPath: m_IsActive
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@ -1397,7 +1419,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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propertyPath: m_Name
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value: Cadets2
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value: Cadet2
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objectReference: {fileID: 0}
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- target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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propertyPath: m_IsActive
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@ -1463,7 +1485,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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propertyPath: m_Name
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value: CadetsPlayer
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value: CadetPlayer
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objectReference: {fileID: 0}
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- target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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propertyPath: m_IsActive
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@ -1471,6 +1493,11 @@ PrefabInstance:
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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--- !u!1 &8848288323294350469 stripped
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GameObject:
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m_CorrespondingSourceObject: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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m_PrefabInstance: {fileID: 3064968737360712672}
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m_PrefabAsset: {fileID: 0}
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--- !u!4 &3369076211363356189 stripped
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Transform:
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m_CorrespondingSourceObject: {fileID: 308962927016676861, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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@ -34,13 +34,13 @@ namespace HeavenStudio.Games.Loaders
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//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 { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2f, false),
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//new GameAction("march", delegate {}, 2f, false),
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new GameAction("attention", delegate { MarchingOrders.instance.SargeAttention(eventCaller.currentEntity.beat); }, 2.25f, false),
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new GameAction("march", delegate { MarchingOrders.instance.SargeMarch(eventCaller.currentEntity.beat); }, 2.0f, false),
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//new GameAction("halt", delegate {}, 2f, false),
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//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>()
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//{
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// 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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// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
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//}),
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});
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}
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@ -52,6 +52,12 @@ namespace HeavenStudio.Games
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//using Scripts_MarchingOrders;
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public class MarchingOrders : Minigame
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{
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public Animator Sarge;
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public Animator Cadet1;
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public Animator Cadet2;
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public Animator Cadet3;
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public Animator CadetPlayer;
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public GameObject Player;
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public static MarchingOrders instance;
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public enum DirectionFaceTurn
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@ -84,12 +90,27 @@ namespace HeavenStudio.Games
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public void SargeAttention(float beat)
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{
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//MultiSound.Play(new MultiSound.Sound[] {
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//new MultiSound.Sound("marchingOrders/attention1", beat),
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//new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f),
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//new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
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//});
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/attention1", beat),
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new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f),
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new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
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});
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}),
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});
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}
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public void SargeMarch(float beat)
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{
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Jukebox.PlayOneShot("games/marchingOrders/march1");
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}),
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});
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}
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}
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}
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