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Merge pull request #167 from KrispyDotlessI/master
Marching Orders - Progress II
This commit is contained in:
commit
b69d31a6dd
37 changed files with 14899 additions and 1244 deletions
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@ -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
|
// - 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;
|
||||||
|
@ -23,15 +24,6 @@ namespace HeavenStudio.Games.Loaders
|
||||||
public static Minigame AddGame(EventCaller eventCaller) {
|
public static Minigame AddGame(EventCaller eventCaller) {
|
||||||
return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
|
return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
|
||||||
{
|
{
|
||||||
//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")
|
new GameAction("bop", "Bop")
|
||||||
{
|
{
|
||||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); },
|
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); },
|
||||||
|
@ -39,7 +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...")
|
||||||
{
|
{
|
||||||
|
@ -58,14 +55,20 @@ 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", "Direction to Turn")
|
||||||
//{
|
{
|
||||||
// new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
|
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"]); },
|
||||||
// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
|
defaultLength = 4f,
|
||||||
//}),
|
parameters = new List<Param>()
|
||||||
|
{
|
||||||
|
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 Cadet2;
|
||||||
public Animator Cadet3;
|
public Animator Cadet3;
|
||||||
public Animator CadetPlayer;
|
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 bop = new GameEvent();
|
||||||
public GameEvent noBop = new GameEvent();
|
public GameEvent noBop = new GameEvent();
|
||||||
|
public GameEvent marching = new GameEvent();
|
||||||
|
|
||||||
|
private int marchCount;
|
||||||
|
private int turnLength;
|
||||||
|
|
||||||
public static MarchingOrders instance;
|
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 >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
|
||||||
{
|
{
|
||||||
if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length))
|
if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length))
|
||||||
Cadet1.Play("Bop", -1, 0);
|
Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
|
||||||
Cadet2.Play("Bop", -1, 0);
|
Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
|
||||||
Cadet3.Play("Bop", -1, 0);
|
Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
|
||||||
CadetPlayer.Play("Bop", -1, 0);
|
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())
|
if (PlayerInput.Pressed() && !IsExpectingInputNow())
|
||||||
{
|
{
|
||||||
Jukebox.PlayOneShot("miss");
|
Jukebox.PlayOneShot("miss");
|
||||||
Sarge.Play("Anger", -1, 0);
|
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -137,9 +162,10 @@ 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)
|
||||||
|
@ -152,12 +178,14 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
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)
|
public void SargeMarch(float beat)
|
||||||
{
|
{
|
||||||
|
marchCount = 0;
|
||||||
|
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
MultiSound.Play(new MultiSound.Sound[] {
|
||||||
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),
|
||||||
|
@ -165,11 +193,11 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
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.Play("MarchL", -1, 0);}),
|
new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||||
new BeatAction.Action(beat + 1f, delegate { Cadet2.Play("MarchL", -1, 0);}),
|
new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||||
new BeatAction.Action(beat + 1f, delegate { Cadet3.Play("MarchL", -1, 0);}),
|
new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||||
new BeatAction.Action(beat + 1f, delegate { CadetPlayer.Play("MarchL", -1, 0);}),
|
new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -178,14 +206,73 @@ 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.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<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
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<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
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<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
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)
|
public static void AttentionSound(float beat)
|
||||||
{
|
{
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
MultiSound.Play(new MultiSound.Sound[] {
|
||||||
|
@ -201,6 +288,14 @@ 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