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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//the cues do nothing at the moment, so i temporarily disabled them
|
//the cues do nothing at the moment, so i temporarily disabled them
|
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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);}),
|
||||||
|
});
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue