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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
Cadets' heads and bodies separated, "keep-up" no more
you have no use anymore keep-up
This commit is contained in:
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efea0357d4
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16 changed files with 1345 additions and 1134 deletions
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m_PostInfinity: 2
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serializedVersion: 2
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m_Curve:
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m_Curve:
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@ -3327,6 +3141,171 @@ AnimationClip:
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path: cadetLeg1
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path: cadetLeg1
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classID: 212
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classID: 212
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outSlope: 0
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outSlope: 0
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m_RotationOrder: 4
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attribute: m_LocalPosition.y
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outSlope: 0
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tangentMode: 7
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weightedMode: 0
|
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outWeight: 0.33333334
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value: 0
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|
||||||
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outSlope: 0
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|
tangentMode: 7
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0.33333334
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||||||
|
outWeight: 0.33333334
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||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
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|
attribute: m_LocalPosition.z
|
||||||
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path: CadetHead
|
||||||
|
classID: 4
|
||||||
|
script: {fileID: 0}
|
||||||
m_EulerEditorCurves:
|
m_EulerEditorCurves:
|
||||||
- curve:
|
- curve:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
|
|
|
@ -1,14 +1,15 @@
|
||||||
//notes:
|
//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 [DONE]
|
// - 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]
|
// - 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]
|
// - 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
|
// - testmod marching orders using speed
|
||||||
//5. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
|
// - see space soccer, mr upbeat, tunnel for keep-the-beat codes
|
||||||
//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)
|
// - 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
|
// 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 HeavenStudio.Util;
|
||||||
using System;
|
using System;
|
||||||
|
@ -30,7 +31,12 @@ namespace HeavenStudio.Games.Loaders
|
||||||
resizable = true
|
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...")
|
new GameAction("attention", "Attention...")
|
||||||
{
|
{
|
||||||
|
@ -49,7 +55,8 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new GameAction("halt", "Halt!")
|
new GameAction("halt", "Halt!")
|
||||||
{
|
{
|
||||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); },
|
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<Param>()
|
//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>()
|
||||||
|
@ -79,6 +86,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public GameEvent bop = new GameEvent();
|
public GameEvent bop = new GameEvent();
|
||||||
public GameEvent noBop = new GameEvent();
|
public GameEvent noBop = new GameEvent();
|
||||||
|
public GameEvent marching = new GameEvent();
|
||||||
|
|
||||||
public static MarchingOrders instance;
|
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())
|
if (PlayerInput.Pressed() && !IsExpectingInputNow())
|
||||||
{
|
{
|
||||||
Jukebox.PlayOneShot("miss");
|
Jukebox.PlayOneShot("miss");
|
||||||
|
@ -128,9 +147,10 @@ namespace HeavenStudio.Games
|
||||||
bop.startBeat = beat;
|
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)
|
public void SargeAttention(float beat)
|
||||||
|
@ -169,11 +189,15 @@ namespace HeavenStudio.Games
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
MultiSound.Play(new MultiSound.Sound[] {
|
||||||
new MultiSound.Sound("marchingOrders/halt1", beat),
|
new MultiSound.Sound("marchingOrders/halt1", beat),
|
||||||
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
|
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
|
||||||
|
new MultiSound.Sound("marchingOrders/step1", beat + 1f),
|
||||||
}, forcePlay:true);
|
}, forcePlay:true);
|
||||||
|
|
||||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
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/march1", beat),
|
||||||
new MultiSound.Sound("marchingOrders/march2", beat + 1f),
|
new MultiSound.Sound("marchingOrders/march2", beat + 1f),
|
||||||
}, forcePlay:true);
|
}, 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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -34,7 +34,8 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new GameAction("keep-up", "")
|
new GameAction("keep-up", "")
|
||||||
{
|
{
|
||||||
defaultLength = 4f,
|
defaultLength = 4f,
|
||||||
resizable = true
|
resizable = true,
|
||||||
|
hidden = true
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue