Sarge placement, yet to animate

time to waste time on creating a minigame rather than actually modding megamix to make a custom remix 👌
This commit is contained in:
KrispyDotlessI 2022-08-26 16:29:26 +08:00
parent d7f52cb13b
commit 2cc7ffb6a8
10 changed files with 462 additions and 13 deletions

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@ -1,3 +1,10 @@
//notes:
//1. see space soccer, mr upbeat, tunnel for keep-the-beat codes
//2. see fan club for separate prefabs
//3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely)
//4. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
//5. delete all notes once the minigame is considered feature-complete
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
@ -20,7 +27,7 @@ namespace HeavenStudio.Games.Loaders
//the cues do nothing at the moment, so i temporarily disabled them
//new GameAction("marching", delegate {}, 4f, true),
//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true),
//new GameAction("attention", delegate {}, 2f, false),
//new GameAction("march", delegate {}, 2f, false),
@ -28,7 +35,7 @@ namespace HeavenStudio.Games.Loaders
//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("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
//}),
});
}
@ -49,10 +56,12 @@ namespace HeavenStudio.Games
Fast,
}
public static MarchingOrders instance;
// Start is called before the first frame update
void Awake()
{
instance = this;
}
// Update is called once per frame
@ -60,6 +69,11 @@ namespace HeavenStudio.Games
{
}
public void CadetsMarch(float beat)
{
}
}
}