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a899d5f088118664d854c689e48fb690 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 7400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index 0fa6397d..1917a7cf 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -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), + 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() //{ // 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; public GameObject Player; + + + public GameEvent bop = new GameEvent(); + 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() { + var cond = Conductor.instance; + if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) + { + if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length) + { + 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); + CadetPlayer.Play("Bop", -1, 0); + } + } + if (PlayerInput.Pressed() && !IsExpectingInputNow()) { Jukebox.PlayOneShotGame("miss"); @@ -89,15 +108,10 @@ namespace HeavenStudio.Games } } - public void Bop(float beat) + public void Bop(float beat, float length) { - BeatAction.New(Player, new List() - { - 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);}), - }); + bop.length = length; + bop.startBeat = beat; } public void CadetsMarch(float beat) @@ -129,9 +143,25 @@ namespace HeavenStudio.Games BeatAction.New(Player, new List() { 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);}), + }); } + public void SargeHalt(float beat) + { + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("marchingOrders/halt1", beat), + new MultiSound.Sound("marchingOrders/halt2", beat + 1f), + }); + + BeatAction.New(Player, new List() + { + new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), + }); + } } }