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- curve: serializedVersion: 2 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 }, }); }