Fix compilation errors

i have to do that too aaaaaaaaaaaaa
This commit is contained in:
KrispyDotlessI 2022-09-04 13:55:12 +08:00
parent 4faedfdc98
commit 3f9fcb8c30
3 changed files with 40 additions and 59 deletions

View file

@ -3261,18 +3261,4 @@ AnimationClip:
script: {fileID: 0}
m_HasGenericRootTransform: 0
m_HasMotionFloatCurves: 0
m_Events:
- time: 0
functionName:
data:
objectReferenceParameter: {fileID: 0}
floatParameter: 0
intParameter: 0
messageOptions: 0
- time: 0
functionName:
data:
objectReferenceParameter: {fileID: 0}
floatParameter: 0
intParameter: 0
messageOptions: 0
m_Events: []

View file

@ -32,15 +32,36 @@ namespace HeavenStudio.Games.Loaders
//the cues do nothing at the moment, so i temporarily disabled them
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("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); },
defaultLength = 1f,
resizable = true
},
//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true),
new GameAction("attention", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2.25f, false,
inactiveFunction: delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}),
new GameAction("march", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, 2.0f, false,
inactiveFunction: delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);}),
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("attention", "Attention...")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); },
defaultLength = 2.25f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}
},
new GameAction("march", "March!")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); },
defaultLength = 2f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);}
},
new GameAction("halt", "Halt!")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); },
defaultLength = 2f
},
//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"),
@ -105,7 +126,7 @@ namespace HeavenStudio.Games
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
Jukebox.PlayOneShotGame("miss");
Jukebox.PlayOneShot("miss");
Sarge.Play("Anger", -1, 0);
}
}

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