Tram&Pauline (#111)

* Tram&Pauline

Update

* Tram&Pauline

guys I have the update and I putted it all in the right folders

* Tram&Pauline

Hey put everything in the right folders
This commit is contained in:
adianfiuef 2022-06-23 12:45:19 -07:00 committed by GitHub
parent 3b65aec32f
commit a7aa5df9e5
66 changed files with 36340 additions and 25 deletions

8
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_TramAndPauline
{
public class Curtains : MonoBehaviour
{
private Animator anim;
private void Awake()
{
}
}
}

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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Pauline : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tram : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,85 @@
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbTramLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("tram&Pauline", "Tram&Pauline \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
{
new GameAction("curtains", delegate { TramAndPauline.instance.Curtains(eventCaller.currentEntity.beat); }, 0.5f),
new GameAction("SFX", delegate { var e = eventCaller.currentEntity; TramAndPauline.instance.SFX(e.beat, e.toggle); }, 2.5f, false, new List<Param>()
{
new Param("type", TramAndPauline.SoundEffects.henge, "calls", "the sound effects to choose from"),
}),
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_TramAndPauline;
public class TramAndPauline : Minigame
{
public enum CurtainState
{
Raised_Curtains,
Lower_Curtains
}
public enum SoundEffects
{
henge, //Shapeshift
henshin, //Transform
jump,
seino //One Two Three Go
}
public static TramAndPauline instance;
[Header("Animators")]
public Animator RaiseCurtains;
public Animator LowerCurtains;
private void Awake()
{
instance = this;
}
public void Curtains(float beat)
{
}
public void SFX(float beat, bool playSound)
{
playSound = false;
var sound = new MultiSound.Sound[]
{
new MultiSound.Sound("tram&Pauline/trampoline_unused_henge", beat),
new MultiSound.Sound("tram&Pauline/trampoline_unused_henshin", beat + 1f),
new MultiSound.Sound("tram&Pauline/trampoline_unused_jump" , beat + 2f),
new MultiSound.Sound("tram&Pauline/trampoline_unused_senio" , beat + 3f)
};
}
}
}

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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Trampoline : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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