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index df4de93c..640ce647 100644
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diff --git a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Idle.anim b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Idle.anim
index 99ca3c2a..6b76e2c6 100644
--- a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Idle.anim
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index a386c662..51fdda32 100644
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diff --git a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchR.anim b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchR.anim
index ab14a95c..a92c5b11 100644
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+++ b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchR.anim
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diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
index f3d96778..38551822 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
-//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;
@@ -23,15 +24,6 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("marchingOrders", "Marching Orders \n[WIP]", "00A43B", false, false, new List()
{
- //from krispy:
- //i'm not that good at coding but i'll try my best to make a minigame
- //please don't take over... i'll get back into it once i know coding
- //thank you and have a nice day!
-
-
-
-
- //the cues do nothing at the moment, so i temporarily disabled them
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); },
@@ -39,7 +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...")
{
@@ -58,14 +55,20 @@ 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()
- //{
- // new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
- // new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
- //}),
+ new GameAction("face turn", "Direction to Turn")
+ {
+ function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"]); },
+ defaultLength = 4f,
+ parameters = new List()
+ {
+ new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
+ new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
+ }
+ },
});
}
}
@@ -83,11 +86,19 @@ namespace HeavenStudio.Games
public Animator Cadet2;
public Animator Cadet3;
public Animator CadetPlayer;
- public GameObject Player;
+ public Animator CadetHead1;
+ public Animator CadetHead2;
+ public Animator CadetHead3;
+ public Animator CadetHeadPlayer;
+ public GameObject Player;
public GameEvent bop = new GameEvent();
public GameEvent noBop = new GameEvent();
+ public GameEvent marching = new GameEvent();
+
+ private int marchCount;
+ private int turnLength;
public static MarchingOrders instance;
@@ -117,17 +128,31 @@ namespace HeavenStudio.Games
if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
{
if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length))
- Cadet1.Play("Bop", -1, 0);
- Cadet2.Play("Bop", -1, 0);
- Cadet3.Play("Bop", -1, 0);
- CadetPlayer.Play("Bop", -1, 0);
+ Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
+ Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
+ Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
+ CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
+ }
+ }
+
+ if (cond.ReportBeat(ref marching.lastReportedBeat, bop.startBeat % 1))
+ {
+ if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length)
+ {
+ marchCount += 1;
+ var marchAnim = (marchCount % 2 != 0 ? "MarchR" : "MarchL");
+
+ Jukebox.PlayOneShotGame("marchingOrders/step1");
+ Cadet1.DoScaledAnimationAsync(marchAnim, 0.5f);
+ Cadet2.DoScaledAnimationAsync(marchAnim, 0.5f);
+ Cadet3.DoScaledAnimationAsync(marchAnim, 0.5f);
}
}
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
Jukebox.PlayOneShot("miss");
- Sarge.Play("Anger", -1, 0);
+ Sarge.DoScaledAnimationAsync("Anger", 0.5f);
}
}
@@ -137,9 +162,10 @@ 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)
@@ -152,12 +178,14 @@ namespace HeavenStudio.Games
BeatAction.New(Player, new List()
{
- new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}),
+ new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
});
}
public void SargeMarch(float beat)
{
+ marchCount = 0;
+
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 1f),
@@ -165,11 +193,11 @@ namespace HeavenStudio.Games
BeatAction.New(Player, new List()
{
- new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}),
- new BeatAction.Action(beat + 1f, delegate { Cadet1.Play("MarchL", -1, 0);}),
- new BeatAction.Action(beat + 1f, delegate { Cadet2.Play("MarchL", -1, 0);}),
- new BeatAction.Action(beat + 1f, delegate { Cadet3.Play("MarchL", -1, 0);}),
- new BeatAction.Action(beat + 1f, delegate { CadetPlayer.Play("MarchL", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
+ new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}),
+ new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}),
+ new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}),
+ new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}),
});
}
@@ -178,14 +206,73 @@ 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.Play("Talk", -1, 0);}),
+ 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);}),
});
}
+ public void SargeFaceTurn(float beat, int type, int type2)
+ {
+ switch (type2)
+ {
+ case (int) MarchingOrders.FaceTurnLength.Fast:
+ turnLength = 0;
+ break;
+ default:
+ turnLength = 1;
+ break;
+ }
+
+
+ switch (type)
+ {
+ case (int) MarchingOrders.DirectionFaceTurn.Left:
+ MultiSound.Play(new MultiSound.Sound[] {
+ new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
+ new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
+ new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
+ new MultiSound.Sound("marchingOrders/leftFaceTurn4", beat + turnLength + 2f),
+ }, forcePlay:true);
+
+ BeatAction.New(Player, new List()
+ {
+ new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);}),
+ new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);}),
+ new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);}),
+ });
+ break;
+ default:
+ MultiSound.Play(new MultiSound.Sound[] {
+ new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
+ new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
+ new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
+ new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f),
+ }, forcePlay:true);
+
+ BeatAction.New(Player, new List()
+ {
+ new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);}),
+ new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);}),
+ new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);}),
+ });
+ break;
+ }
+
+ BeatAction.New(Player, new List()
+ {
+ new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
+ new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
+ });
+ }
+
+
public static void AttentionSound(float beat)
{
MultiSound.Play(new MultiSound.Sound[] {
@@ -201,6 +288,14 @@ 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
},
});
}