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m_Curve:
@@ -3327,6 +3141,171 @@ AnimationClip:
path: cadetLeg1
classID: 212
script: {fileID: 0}
+ - curve:
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diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
index 41b38189..4fb9fd42 100644
--- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
+++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
@@ -1,14 +1,15 @@
//notes:
// 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 [DONE]
-//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]
+// - minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE]
+// - see fan club for separate prefabs (cadets) [DONE]
+// - temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
// 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)
+// - testmod marching orders using speed
+// - see space soccer, mr upbeat, tunnel for keep-the-beat codes
+// - figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
+// - 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
-//7. delete all notes once the minigame is considered feature-complete
+// - delete all notes once the minigame is considered feature-complete
using HeavenStudio.Util;
using System;
@@ -30,7 +31,12 @@ namespace HeavenStudio.Games.Loaders
resizable = true
},
- //new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true),
+ new GameAction("marching", "Cadets March")
+ {
+ function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.CadetsMarch(e.beat, e.length); },
+ defaultLength = 4f,
+ resizable = true
+ },
new GameAction("attention", "Attention...")
{
@@ -49,7 +55,8 @@ namespace HeavenStudio.Games.Loaders
new GameAction("halt", "Halt!")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); },
- defaultLength = 2f
+ defaultLength = 2f,
+ inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.HaltSound(e.beat);}
},
//new GameAction("face turn", delegate {}, 4f, false, parameters: new List()
@@ -79,6 +86,7 @@ namespace HeavenStudio.Games
public GameEvent bop = new GameEvent();
public GameEvent noBop = new GameEvent();
+ public GameEvent marching = new GameEvent();
public static MarchingOrders instance;
@@ -115,6 +123,17 @@ namespace HeavenStudio.Games
}
}
+ if (cond.ReportBeat(ref marching.lastReportedBeat, bop.startBeat % 1))
+ {
+ if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length)
+ {
+ Jukebox.PlayOneShotGame("marchingOrders/step1");
+ Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);
+ Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);
+ Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);
+ }
+ }
+
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
Jukebox.PlayOneShot("miss");
@@ -128,9 +147,10 @@ namespace HeavenStudio.Games
bop.startBeat = beat;
}
- public void CadetsMarch(float beat)
+ public void CadetsMarch(float beat, float length)
{
-
+ marching.length = length;
+ marching.startBeat = beat;
}
public void SargeAttention(float beat)
@@ -169,11 +189,15 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/halt1", beat),
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
+ new MultiSound.Sound("marchingOrders/step1", beat + 1f),
}, forcePlay:true);
BeatAction.New(Player, new List()
{
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
+ new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("Halt", 0.5f);}),
+ new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("Halt", 0.5f);}),
+ new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("Halt", 0.5f);}),
});
}
@@ -192,6 +216,14 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 1f),
}, forcePlay:true);
+ }
+
+ public static void HaltSound(float beat)
+ {
+ MultiSound.Play(new MultiSound.Sound[] {
+ new MultiSound.Sound("marchingOrders/halt1", beat),
+ new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
+ }, forcePlay:true);
}
}
}
diff --git a/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs b/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs
index 48101ffc..1ce348b3 100644
--- a/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs
+++ b/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs
@@ -34,7 +34,8 @@ namespace HeavenStudio.Games.Loaders
new GameAction("keep-up", "")
{
defaultLength = 4f,
- resizable = true
+ resizable = true,
+ hidden = true
},
});
}