mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
Give up on coding until someone helps me
i cannot find the root cause of this
This commit is contained in:
parent
f1eb6ca51f
commit
400d12bcbe
4 changed files with 480 additions and 56 deletions
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||||
|
@ -34,6 +86,15 @@ AnimatorStateMachine:
|
|||
- serializedVersion: 1
|
||||
m_State: {fileID: 6881271345893438890}
|
||||
m_Position: {x: 200, y: 0, z: 0}
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: 4584698219520368080}
|
||||
m_Position: {x: 235, y: 65, z: 0}
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: 9138496609524594483}
|
||||
m_Position: {x: 270, y: 130, z: 0}
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: -3408425483569106359}
|
||||
m_Position: {x: 305, y: 195, z: 0}
|
||||
m_ChildStateMachines: []
|
||||
m_AnyStateTransitions: []
|
||||
m_EntryTransitions: []
|
||||
|
@ -70,3 +131,29 @@ AnimatorState:
|
|||
m_MirrorParameter:
|
||||
m_CycleOffsetParameter:
|
||||
m_TimeParameter:
|
||||
--- !u!1102 &9138496609524594483
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Irritate
|
||||
m_Speed: 1
|
||||
m_CycleOffset: 0
|
||||
m_Transitions: []
|
||||
m_StateMachineBehaviours: []
|
||||
m_Position: {x: 50, y: 50, z: 0}
|
||||
m_IKOnFeet: 0
|
||||
m_WriteDefaultValues: 1
|
||||
m_Mirror: 0
|
||||
m_SpeedParameterActive: 0
|
||||
m_MirrorParameterActive: 0
|
||||
m_CycleOffsetParameterActive: 0
|
||||
m_TimeParameterActive: 0
|
||||
m_Motion: {fileID: 7400000, guid: be97e7ff2134a7e479851787919689d2, type: 2}
|
||||
m_Tag:
|
||||
m_SpeedParameter:
|
||||
m_MirrorParameter:
|
||||
m_CycleOffsetParameter:
|
||||
m_TimeParameter:
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
//notes:
|
||||
// BEFORE NEW PROPS
|
||||
// BEFORE NEW PROPS
|
||||
//1. minenice will also use this to test out randomly named parameters so coding has to rest until the new props update
|
||||
//2. see fan club for separate prefabs (cadets) [DONE]
|
||||
//3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
|
||||
// AFTER NEW PROPS
|
||||
// AFTER NEW PROPS
|
||||
//4. see space soccer, mr upbeat, tunnel for keep-the-beat codes
|
||||
//5. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
|
||||
//6. will use a textbox without going through the visual options but i wonder how..?? (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<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
|
||||
{
|
||||
//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!
|
||||
//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),
|
||||
//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<Param>()
|
||||
//{
|
||||
//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<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"),
|
||||
//}),
|
||||
});
|
||||
}
|
||||
|
@ -52,16 +52,18 @@ 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()
|
||||
|
@ -75,21 +77,19 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
public void CadetsMarch(float beat)
|
||||
{
|
||||
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 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),
|
||||
//});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue