marching orders again??? (animation FULLY done! player "inputs")

last commit for now because i wanna start making a remix for a custom remix showcase that will meet the deadline on december 31st (?), dw ill come back after i finish this
This commit is contained in:
KrispyDotlessI 2022-09-12 23:25:57 +08:00
parent 75cc6f4131
commit 88c1a7b528
11 changed files with 925 additions and 9 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MarchingOrders
{
public class Cadet : PlayerActionObject
{
public bool isSparkler;
// Start is called before the first frame update
void Awake()
{
}
// Update is called once per frame
void Update()
{
}
}
}

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@ -82,6 +82,7 @@ namespace HeavenStudio.Games
//code is just copied from other minigame code, i will polish them later
[Header("References")]
public Animator Sarge;
public Animator Steam;
public Animator Cadet1;
public Animator Cadet2;
public Animator Cadet3;
@ -141,12 +142,12 @@ namespace HeavenStudio.Games
if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length)
{
marchOtherCount += 1;
var marchAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1");
Cadet1.DoScaledAnimationAsync(marchAnim, 0.5f);
Cadet2.DoScaledAnimationAsync(marchAnim, 0.5f);
Cadet3.DoScaledAnimationAsync(marchAnim, 0.5f);
Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
}
}
@ -154,6 +155,13 @@ namespace HeavenStudio.Games
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
marchPlayerCount += 1;
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
}
}