mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 03:25:22 +00:00
More anim-code progress
i procrastinated a bit
This commit is contained in:
parent
8ecce14cfa
commit
1ea5edaef8
7 changed files with 469 additions and 23 deletions
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--- !u!212 &6040458626585462611
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SpriteRenderer:
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@ -357,7 +521,7 @@ Transform:
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@ -443,7 +607,9 @@ Transform:
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@ -538,7 +704,7 @@ SpriteRenderer:
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@ -702,7 +868,7 @@ SpriteRenderer:
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@ -32,12 +32,12 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
|
||||
//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("bop", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); }, 1f, 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("march", delegate { MarchingOrders.instance.SargeMarch(eventCaller.currentEntity.beat); }, 2.0f, false),
|
||||
new GameAction("halt", delegate {}, 2f, false),
|
||||
new GameAction("attention", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2.25f, false),
|
||||
new GameAction("march", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, 2.0f, false),
|
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new GameAction("halt", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, 2f, false),
|
||||
//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"),
|
||||
|
@ -53,6 +53,7 @@ namespace HeavenStudio.Games
|
|||
//using Scripts_MarchingOrders;
|
||||
public class MarchingOrders : Minigame
|
||||
{
|
||||
//code is just copied from other minigame code, i will polish them later
|
||||
[Header("References")]
|
||||
public Animator Sarge;
|
||||
public Animator Cadet1;
|
||||
|
@ -60,6 +61,11 @@ namespace HeavenStudio.Games
|
|||
public Animator Cadet3;
|
||||
public Animator CadetPlayer;
|
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public GameObject Player;
|
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|
||||
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public GameEvent bop = new GameEvent();
|
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public GameEvent noBop = new GameEvent();
|
||||
|
||||
public static MarchingOrders instance;
|
||||
|
||||
public enum DirectionFaceTurn
|
||||
|
@ -82,6 +88,19 @@ namespace HeavenStudio.Games
|
|||
// Update is called once per frame
|
||||
void Update()
|
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{
|
||||
var cond = Conductor.instance;
|
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
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{
|
||||
if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
|
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{
|
||||
if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length))
|
||||
Cadet1.Play("Bop", -1, 0);
|
||||
Cadet2.Play("Bop", -1, 0);
|
||||
Cadet3.Play("Bop", -1, 0);
|
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CadetPlayer.Play("Bop", -1, 0);
|
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}
|
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}
|
||||
|
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
|
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{
|
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Jukebox.PlayOneShotGame("miss");
|
||||
|
@ -89,15 +108,10 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void Bop(float beat)
|
||||
public void Bop(float beat, float length)
|
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{
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
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{
|
||||
new BeatAction.Action(beat, delegate { Cadet1.Play("Bop", -1, 0);}),
|
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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);}),
|
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});
|
||||
bop.length = length;
|
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bop.startBeat = beat;
|
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}
|
||||
|
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public void CadetsMarch(float beat)
|
||||
|
@ -129,9 +143,25 @@ namespace HeavenStudio.Games
|
|||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}),
|
||||
});
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet1.Play("MarchL", -1, 0);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet2.Play("MarchL", -1, 0);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet3.Play("MarchL", -1, 0);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { CadetPlayer.Play("MarchL", -1, 0);}),
|
||||
});
|
||||
}
|
||||
|
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public void SargeHalt(float beat)
|
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{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/halt1", beat),
|
||||
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
|
||||
});
|
||||
|
||||
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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}
|
||||
|
||||
|
|
Loading…
Reference in a new issue