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(see first contact if ever textboxes are implemented in said minigame) -// AFTER FEATURE COMPLETION +// AFTER FEATURE COMPLETION //7. delete all notes once the minigame is considered feature-complete using HeavenStudio.Util; @@ -18,29 +18,29 @@ using UnityEngine; namespace HeavenStudio.Games.Loaders { using static Minigames; - public static class AbgMarcherLoader + public static class AgbMarcherLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("marchingOrders", "Marching Orders \n[WIP]", "00A43B", false, false, new List() { - //from krispy: - //i'm not that good at coding but i'll try my best to make a minigame - //please don't take over... i'll get back into it once i know coding - //thank you and have a nice day! - - - - - //the cues do nothing at the moment, so i temporarily disabled them - //new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), - - new GameAction("attention", delegate { MarchingOrders.instance.SargeAttention(eventCaller.currentEntity.beat); }, 2f, false), - //new GameAction("march", delegate {}, 2f, false), - //new GameAction("halt", delegate {}, 2f, false), - //new GameAction("face turn", delegate {}, 4f, false, parameters: new List() - //{ + //from krispy: + //i'm not that good at coding but i'll try my best to make a minigame + //please don't take over... i'll get back into it once i know coding + //thank you and have a nice day! + + + + + //the cues do nothing at the moment, so i temporarily disabled them + //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); }, 2f, false), + //new GameAction("march", delegate {}, 2f, false), + //new GameAction("halt", delegate {}, 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"), - // 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"), //}), }); } @@ -52,17 +52,19 @@ namespace HeavenStudio.Games //using Scripts_MarchingOrders; public class MarchingOrders : Minigame { - public enum DirectionFaceTurn { + public static MarchingOrders instance; + + public enum DirectionFaceTurn + { Right, Left, - } - public enum FaceTurnLength { + } + public enum FaceTurnLength + { Normal, Fast, - } - - public static MarchingOrders instance; - + } + // Start is called before the first frame update void Awake() { @@ -74,22 +76,20 @@ namespace HeavenStudio.Games { } - - public void CadetsMarch(float beat) - { - - } - - public void SargeAttention(float beat) - { - //ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, SitSuccess, SitMiss, SitEmpty); - MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("marchingOrders/attention1", beat - 0.25f), - new MultiSound.Sound("marchingOrders/attention2", beat), - new MultiSound.Sound("marchingOrders/attention3", beat + 0.5f), - }); - - } + + public void CadetsMarch(float beat) + { + + } + + public void SargeAttention(float beat) + { + //MultiSound.Play(new MultiSound.Sound[] { + //new MultiSound.Sound("marchingOrders/attention1", beat), + //new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f), + //new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f), + //}); + } } }