More anim-code progress

i procrastinated a bit
This commit is contained in:
KrispyDotlessI 2022-08-29 22:07:32 +08:00
parent 8ecce14cfa
commit 1ea5edaef8
7 changed files with 469 additions and 23 deletions

View file

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@ -32,12 +32,12 @@ namespace HeavenStudio.Games.Loaders
//the cues do nothing at the moment, so i temporarily disabled them //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("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("attention", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2.25f, false),
new GameAction("march", delegate { MarchingOrders.instance.SargeMarch(eventCaller.currentEntity.beat); }, 2.0f, false), new GameAction("march", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, 2.0f, false),
new GameAction("halt", delegate {}, 2f, 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<Param>() //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"), // 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; //using Scripts_MarchingOrders;
public class MarchingOrders : Minigame public class MarchingOrders : Minigame
{ {
//code is just copied from other minigame code, i will polish them later
[Header("References")] [Header("References")]
public Animator Sarge; public Animator Sarge;
public Animator Cadet1; public Animator Cadet1;
@ -60,6 +61,11 @@ namespace HeavenStudio.Games
public Animator Cadet3; public Animator Cadet3;
public Animator CadetPlayer; public Animator CadetPlayer;
public GameObject Player; public GameObject Player;
public GameEvent bop = new GameEvent();
public GameEvent noBop = new GameEvent();
public static MarchingOrders instance; public static MarchingOrders instance;
public enum DirectionFaceTurn public enum DirectionFaceTurn
@ -82,6 +88,19 @@ namespace HeavenStudio.Games
// Update is called once per frame // Update is called once per frame
void Update() 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()) if (PlayerInput.Pressed() && !IsExpectingInputNow())
{ {
Jukebox.PlayOneShotGame("miss"); 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<BeatAction.Action>() bop.length = length;
{ bop.startBeat = beat;
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);}),
});
} }
public void CadetsMarch(float beat) public void CadetsMarch(float beat)
@ -129,9 +143,25 @@ namespace HeavenStudio.Games
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), 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<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}),
});
}
} }
} }