Merge pull request #167 from KrispyDotlessI/master

Marching Orders - Progress II
This commit is contained in:
minenice55 2022-09-08 08:58:32 -04:00 committed by GitHub
commit b69d31a6dd
37 changed files with 14899 additions and 1244 deletions

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@ -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<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")
{
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<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"),
//}),
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<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 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<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)
{
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<BeatAction.Action>()
{
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<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)
{
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);
}
}
}

View file

@ -34,7 +34,8 @@ namespace HeavenStudio.Games.Loaders
new GameAction("keep-up", "")
{
defaultLength = 4f,
resizable = true
resizable = true,
hidden = true
},
});
}