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Playable Marcher (#265)
* Marcher changes As the title suggests, this implements da marcher changes, but also adds a nearMiss sound which was strangely missing. * Fix some problems, add sound seqs Fixes the game from not loading due to an asset bundle error, and removes some currently non-functioning stuff, and uses sound sequences for attention, march, and halt. * correct grammar in display * fix sarge sound sequences fix marching inputs being unreliable --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
parent
68da57a407
commit
b6db2e328e
113 changed files with 2616 additions and 276 deletions
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|
||||
preloadAudioData: 1
|
||||
loadInBackground: 0
|
||||
ambisonic: 0
|
||||
3D: 1
|
||||
userData:
|
||||
assetBundleName: agbmarcher/locale
|
||||
assetBundleVariant: jp
|
|
@ -18,5 +18,5 @@ AudioImporter:
|
|||
ambisonic: 0
|
||||
3D: 1
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleName: agbmarcher/common
|
||||
assetBundleVariant:
|
|
@ -1,12 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 501dcb9853aa30e4090a8084b37b1db5
|
||||
guid: 0e56735553790df4fb6599953f8ec28b
|
||||
AudioImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 6
|
||||
defaultSettings:
|
||||
loadType: 0
|
||||
loadType: 1
|
||||
sampleRateSetting: 0
|
||||
sampleRateOverride: 44100
|
||||
sampleRateOverride: 0
|
||||
compressionFormat: 1
|
||||
quality: 1
|
||||
conversionMode: 0
|
||||
|
@ -18,5 +18,5 @@ AudioImporter:
|
|||
ambisonic: 0
|
||||
3D: 1
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleName: agbmarcher/common
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -18,5 +18,5 @@ AudioImporter:
|
|||
ambisonic: 0
|
||||
3D: 1
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleName: agbmarcher/common
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -0,0 +1,22 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6d5d1021cccf1964fb78b10913ec8d10
|
||||
AudioImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 6
|
||||
defaultSettings:
|
||||
loadType: 0
|
||||
sampleRateSetting: 0
|
||||
sampleRateOverride: 44100
|
||||
compressionFormat: 1
|
||||
quality: 1
|
||||
conversionMode: 0
|
||||
platformSettingOverrides: {}
|
||||
forceToMono: 0
|
||||
normalize: 1
|
||||
preloadAudioData: 1
|
||||
loadInBackground: 0
|
||||
ambisonic: 0
|
||||
3D: 1
|
||||
userData:
|
||||
assetBundleName: agbmarcher/common
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,22 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bb8ffdc11d648d043a48921580cbf019
|
||||
AudioImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 6
|
||||
defaultSettings:
|
||||
loadType: 0
|
||||
sampleRateSetting: 0
|
||||
sampleRateOverride: 44100
|
||||
compressionFormat: 1
|
||||
quality: 1
|
||||
conversionMode: 0
|
||||
platformSettingOverrides: {}
|
||||
forceToMono: 0
|
||||
normalize: 1
|
||||
preloadAudioData: 1
|
||||
loadInBackground: 0
|
||||
ambisonic: 0
|
||||
3D: 1
|
||||
userData:
|
||||
assetBundleName: agbmarcher/common
|
||||
assetBundleVariant:
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fe85c757ab795a0459b759f980e7ddf9
|
||||
guid: f5fbcd0de07ecb7429a3bb75da47ea60
|
||||
AudioImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 6
|
|
@ -1,17 +1,20 @@
|
|||
//notes:
|
||||
// CURRENT STATE
|
||||
// - rework on the marching cadet code (it sucks)
|
||||
// BEFORE NEW PROPS
|
||||
// - 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
|
||||
// - 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
|
||||
// - delete all notes once the minigame is considered feature-complete
|
||||
// - polish. like a lot of polish
|
||||
// - of course, assetbundles!
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -24,63 +27,93 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
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.BopAction(e.beat, e.length); },
|
||||
defaultLength = 1f,
|
||||
resizable = true
|
||||
},
|
||||
|
||||
|
||||
new GameAction("marching", "Cadets March")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.CadetsMarch(e.beat, e.length); },
|
||||
preFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MarchingOrders.PreMarch(e.beat, e.length);
|
||||
},
|
||||
defaultLength = 4f,
|
||||
resizable = true
|
||||
resizable = true,
|
||||
},
|
||||
|
||||
|
||||
new GameAction("attention", "Attention...")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); },
|
||||
defaultLength = 2.25f,
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}
|
||||
defaultLength = 2f,
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}
|
||||
},
|
||||
|
||||
|
||||
new GameAction("march", "March!")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); },
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat, e["toggle"]); },
|
||||
defaultLength = 2f,
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);}
|
||||
parameters = new List<Param>
|
||||
{
|
||||
new Param("toggle", false, "Disable Voice", "Disable the Drill Sergeant's call")
|
||||
},
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat, e["toggle"]);}
|
||||
},
|
||||
|
||||
|
||||
new GameAction("halt", "Halt!")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); },
|
||||
defaultLength = 2f,
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.HaltSound(e.beat);}
|
||||
},
|
||||
|
||||
|
||||
new GameAction("face turn", "Direction to Turn")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"], false); },
|
||||
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"),
|
||||
new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction the sergeant wants the cadets to face"),
|
||||
new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "The duration of the turning event"),
|
||||
//new Param("toggle", false, "Point", "Do the pointing animation instead of just the head turn")
|
||||
}
|
||||
},
|
||||
});
|
||||
|
||||
/*new GameAction("background", "Set the Background") colors aren't implemented yet
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BackgroundColorSet(e.beat, e["type"], e["type2"], e["colorDefault"], e["colorPipe"], e["colorFloor"], e["colorFill"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", MarchingOrders.BackgroundColor.Blue, "Color", "The game Background Color"),
|
||||
new Param("type2", MarchingOrders.BackgroundType.SingleColor, "Color Type", "The way the color is applied to the background"),
|
||||
new Param("colorDefault", new Color(), "Wall Color", "Sets the color of the wall"),
|
||||
new Param("colorPipe", new Color(), "Pipes Color", "Sets the color of the pipes"),
|
||||
new Param("colorFloor", new Color(), "Floor Color", "Sets the color of the floor and conveyer belt"),
|
||||
new Param("colorFill", new Color(), "Fill Color", "Sets the fill color")
|
||||
}
|
||||
},*/
|
||||
}, // this cause problems with the background
|
||||
new List<string>() { "agb", "normal" },
|
||||
"agbmarcher", "en",
|
||||
new List<string>() { "en", "jp" }
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
//using Scripts_MarchingOrders;
|
||||
using Scripts_MarchingOrders;
|
||||
public class MarchingOrders : Minigame
|
||||
{
|
||||
//code is just copied from other minigame code, i will polish them later
|
||||
[Header("References")]
|
||||
public static MarchingOrders instance;
|
||||
|
||||
[Header("Sarge")]
|
||||
public Animator Sarge;
|
||||
public Animator Steam;
|
||||
|
||||
[Header("Cadets")]
|
||||
public Animator Cadet1;
|
||||
public Animator Cadet2;
|
||||
public Animator Cadet3;
|
||||
|
@ -89,18 +122,36 @@ namespace HeavenStudio.Games
|
|||
public Animator CadetHead2;
|
||||
public Animator CadetHead3;
|
||||
public Animator CadetHeadPlayer;
|
||||
|
||||
public GameObject Player;
|
||||
|
||||
|
||||
[Header("Background")]
|
||||
public GameObject BGMain1;
|
||||
public SpriteRenderer Background;
|
||||
public SpriteRenderer Pipes;
|
||||
public SpriteRenderer Floor;
|
||||
public SpriteRenderer Wall;
|
||||
public SpriteRenderer Conveyor;
|
||||
|
||||
[Header("Color Map")]
|
||||
public static Color pipesColor;
|
||||
public static Color floorColor;
|
||||
public static Color wallColor;
|
||||
public static Color fillColor;
|
||||
|
||||
[Header("Game Events")]
|
||||
public GameEvent bop = new GameEvent();
|
||||
public GameEvent noBop = new GameEvent();
|
||||
public GameEvent marching = new GameEvent();
|
||||
|
||||
|
||||
private int marchOtherCount;
|
||||
private int marchPlayerCount;
|
||||
private int turnLength;
|
||||
|
||||
public static MarchingOrders instance;
|
||||
private int background;
|
||||
private float steamTime;
|
||||
|
||||
private string fastTurn;
|
||||
|
||||
static float wantMarch = float.MaxValue;
|
||||
static float wantMarchLength = 0f;
|
||||
|
||||
public enum DirectionFaceTurn
|
||||
{
|
||||
|
@ -112,239 +163,344 @@ namespace HeavenStudio.Games
|
|||
Normal,
|
||||
Fast,
|
||||
}
|
||||
|
||||
public enum BackgroundColor
|
||||
{
|
||||
Blue,
|
||||
Yellow,
|
||||
Custom,
|
||||
}
|
||||
public enum BackgroundType
|
||||
{
|
||||
SingleColor,
|
||||
DifferentColor
|
||||
}
|
||||
// Start is called before the first frame update
|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
public void LeftSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
Jukebox.PlayOneShot("nearNiss");
|
||||
}
|
||||
else
|
||||
Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
|
||||
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
|
||||
}
|
||||
|
||||
public void GenericMiss(PlayerActionEvent caller)
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||
Steam.DoScaledAnimationAsync("Steam", 0.5f);
|
||||
}
|
||||
|
||||
public void LeftEmpty(PlayerActionEvent caller) {}
|
||||
|
||||
public void RightSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
Jukebox.PlayOneShot("nearNiss");
|
||||
}
|
||||
else
|
||||
Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
|
||||
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
|
||||
}
|
||||
|
||||
public void RightEmpty(PlayerActionEvent caller) {}
|
||||
|
||||
public void MarchHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
Jukebox.PlayOneShot("nearNiss");
|
||||
}
|
||||
else
|
||||
Jukebox.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
|
||||
marchPlayerCount++;
|
||||
CadetPlayer.DoScaledAnimationAsync(marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
|
||||
}
|
||||
|
||||
public void MarchEmpty(PlayerActionEvent caller) {}
|
||||
|
||||
public void HaltHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
Jukebox.PlayOneShot("nearNiss");
|
||||
}
|
||||
else
|
||||
Jukebox.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
|
||||
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
|
||||
}
|
||||
|
||||
public void HaltEmpty(PlayerActionEvent caller) {}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
{
|
||||
if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
|
||||
{
|
||||
if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length))
|
||||
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)
|
||||
{
|
||||
marchOtherCount += 1;
|
||||
var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
|
||||
var currBeat = cond.songPositionInBeats;
|
||||
|
||||
Jukebox.PlayOneShotGame("marchingOrders/stepOther");
|
||||
Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
|
||||
Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
|
||||
Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
|
||||
if (cond.songPositionInBeatsAsDouble >= wantMarch)
|
||||
{
|
||||
PrepareMarch(wantMarch, wantMarchLength, true);
|
||||
wantMarch = float.MaxValue;
|
||||
}
|
||||
|
||||
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1, true))
|
||||
{
|
||||
if (currBeat >= bop.startBeat && currBeat < bop.startBeat + bop.length)
|
||||
{
|
||||
Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow())
|
||||
|
||||
if (!IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||
Steam.DoScaledAnimationAsync("Steam", 0.5f);
|
||||
ScoreMiss();
|
||||
|
||||
marchPlayerCount += 1;
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||
Steam.DoScaledAnimationAsync("Steam", 0.5f);
|
||||
|
||||
marchPlayerCount++;
|
||||
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
|
||||
|
||||
Jukebox.PlayOneShotGame("marchingOrders/stepOther");
|
||||
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
|
||||
}
|
||||
}
|
||||
if (!IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
|
||||
{
|
||||
if (PlayerInput.AltPressed())
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||
Steam.DoScaledAnimationAsync("Steam", 0.5f);
|
||||
|
||||
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
|
||||
}
|
||||
}
|
||||
if (!IsExpectingInputNow(InputType.DIRECTION_LEFT_DOWN))
|
||||
{
|
||||
if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.LEFT))
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||
Steam.DoScaledAnimationAsync("Steam", 0.5f);
|
||||
|
||||
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
|
||||
}
|
||||
}
|
||||
if (!IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN))
|
||||
{
|
||||
if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.RIGHT))
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||
Steam.DoScaledAnimationAsync("Steam", 0.5f);
|
||||
|
||||
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Bop(float beat, float length)
|
||||
|
||||
public void BopAction(float beat, float length)
|
||||
{
|
||||
bop.length = length;
|
||||
bop.startBeat = beat;
|
||||
}
|
||||
|
||||
public void CadetsMarch(float beat, float length)
|
||||
|
||||
public static void PreMarch(float beat, float length)
|
||||
{
|
||||
marching.length = length;
|
||||
marching.startBeat = beat;
|
||||
wantMarch = beat - 1;
|
||||
wantMarchLength = length;
|
||||
}
|
||||
|
||||
|
||||
public void PrepareMarch(float beat, float length = 0, bool first = false)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "marchingOrders")
|
||||
return;
|
||||
if (first)
|
||||
{
|
||||
marching.length = length;
|
||||
marching.startBeat = beat + 1;
|
||||
|
||||
marchOtherCount = 0;
|
||||
marchPlayerCount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
marchOtherCount++;
|
||||
Cadet1.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
|
||||
Cadet2.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
|
||||
Cadet3.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
|
||||
}
|
||||
|
||||
if (beat + 1 < marching.startBeat + marching.length)
|
||||
{
|
||||
Debug.Log($"PrepareMarch next {beat + 1}, {marching.startBeat}, {marching.length}");
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 1f, delegate {
|
||||
PrepareMarch(beat + 1);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/stepOther", beat + 1),
|
||||
}, true);
|
||||
}),
|
||||
});
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, MarchEmpty);
|
||||
}
|
||||
}
|
||||
|
||||
public void SargeAttention(float beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/attention1", beat),
|
||||
new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f),
|
||||
new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
|
||||
}, forcePlay:true);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
});
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
});
|
||||
}
|
||||
|
||||
public void SargeMarch(float beat)
|
||||
public void SargeMarch(float beat, bool noVoice)
|
||||
{
|
||||
marchOtherCount = 0;
|
||||
marchPlayerCount = 0;
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/march1", beat),
|
||||
new MultiSound.Sound("marchingOrders/march2", beat + 1f),
|
||||
}, forcePlay:true);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
MarchSound(beat, noVoice);
|
||||
|
||||
if (!noVoice)
|
||||
Sarge.DoScaledAnimationAsync("Talk", 0.5f);
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
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);}),
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
public void SargeHalt(float beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/halt1", beat),
|
||||
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
|
||||
new MultiSound.Sound("marchingOrders/stepOther", beat + 1f),
|
||||
}, forcePlay:true);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
HaltSound(beat);
|
||||
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, HaltEmpty);
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
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)
|
||||
public void SargeFaceTurn(float beat, int type, int type2, bool toggle)
|
||||
{
|
||||
switch (type2)
|
||||
{
|
||||
case (int) MarchingOrders.FaceTurnLength.Fast:
|
||||
turnLength = 0;
|
||||
fastTurn = "fast";
|
||||
break;
|
||||
default:
|
||||
turnLength = 1;
|
||||
fastTurn = "";
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case (int) MarchingOrders.DirectionFaceTurn.Left:
|
||||
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, LeftMiss, LeftThrough);
|
||||
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, GenericMiss, LeftEmpty);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat),
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.6f),
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
|
||||
new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
|
||||
}, forcePlay:true);
|
||||
new MultiSound.Sound("marchingOrders/turnAction", 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);}),
|
||||
});
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);
|
||||
else Cadet1.DoScaledAnimationAsync("PointL"); }),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);
|
||||
else Cadet2.DoScaledAnimationAsync("PointL");}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);
|
||||
else Cadet3.DoScaledAnimationAsync("PointL");}),
|
||||
});
|
||||
break;
|
||||
default:
|
||||
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightThrough);
|
||||
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, GenericMiss, RightEmpty);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat),
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.6f),
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
|
||||
new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
|
||||
}, forcePlay:true);
|
||||
new MultiSound.Sound("marchingOrders/turnAction", 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);}),
|
||||
});
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);
|
||||
else Cadet1.DoScaledAnimationAsync("PointR");}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);
|
||||
else Cadet2.DoScaledAnimationAsync("PointR");}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);
|
||||
else Cadet3.DoScaledAnimationAsync("PointR");}),
|
||||
});
|
||||
break;
|
||||
}
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
BeatAction.New(gameObject, 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 void BackgroundColorSet(float beat, int type, int colorType, Color wall, Color pipes, Color floor, Color fill)
|
||||
{
|
||||
background = type;
|
||||
if (colorType == (int) MarchingOrders.BackgroundColor.Custom)
|
||||
{
|
||||
pipesColor = pipes;
|
||||
floorColor = floor;
|
||||
wallColor = wall;
|
||||
fillColor = fill;
|
||||
}
|
||||
Pipes.color = pipesColor;
|
||||
UpdateMaterialColour(pipes, floor, wall);
|
||||
}
|
||||
|
||||
public static void UpdateMaterialColour(Color mainCol, Color highlightCol, Color objectCol)
|
||||
{
|
||||
pipesColor = mainCol;
|
||||
floorColor = highlightCol;
|
||||
wallColor = objectCol;
|
||||
}*/
|
||||
|
||||
public static void AttentionSound(float beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/attention1", beat),
|
||||
new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f),
|
||||
new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
|
||||
}, forcePlay:true);
|
||||
PlaySoundSequence("marchingOrders", "zentai", beat - 1);
|
||||
}
|
||||
|
||||
public static void MarchSound(float beat)
|
||||
public static void MarchSound(float beat, bool noVoice)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/march1", beat),
|
||||
new MultiSound.Sound("marchingOrders/march2", beat + 1f),
|
||||
}, forcePlay:true);
|
||||
if (!noVoice)
|
||||
{
|
||||
PlaySoundSequence("marchingOrders", "susume", beat);
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
PlaySoundSequence("marchingOrders", "tomare", beat);
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void LeftSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
|
||||
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
|
||||
}
|
||||
|
||||
public void LeftMiss(PlayerActionEvent caller)
|
||||
{
|
||||
//Jukebox.PlayOneShotGame("spaceDance/inputBad2");
|
||||
}
|
||||
|
||||
public void LeftThrough(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void RightSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
|
||||
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
|
||||
}
|
||||
|
||||
public void RightMiss(PlayerActionEvent caller)
|
||||
{
|
||||
//Jukebox.PlayOneShotGame("spaceDance/inputBad2");
|
||||
}
|
||||
|
||||
public void RightThrough(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -243,7 +243,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (pair.name == name)
|
||||
{
|
||||
// Debug.Log($"Playing sound sequence {name} at beat {startBeat}");
|
||||
Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}");
|
||||
return pair.sequence.Play(startBeat);
|
||||
}
|
||||
}
|
||||
|
|
Binary file not shown.
|
@ -1,5 +1,5 @@
|
|||
ManifestFileVersion: 0
|
||||
CRC: 3384655662
|
||||
CRC: 3778038427
|
||||
AssetBundleManifest:
|
||||
AssetBundleInfos:
|
||||
Info_0:
|
||||
|
@ -41,3 +41,12 @@ AssetBundleManifest:
|
|||
Info_12:
|
||||
Name: ctrcatchy/common
|
||||
Dependencies: {}
|
||||
Info_13:
|
||||
Name: agbmarcher/common
|
||||
Dependencies: {}
|
||||
Info_14:
|
||||
Name: agbmarcher/locale.en
|
||||
Dependencies: {}
|
||||
Info_15:
|
||||
Name: agbmarcher/locale.jp
|
||||
Dependencies: {}
|
||||
|
|
8
Assets/StreamingAssets/agbmarcher.meta
Normal file
8
Assets/StreamingAssets/agbmarcher.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d135051a25f3663429eff22b59d0cc9b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/StreamingAssets/agbmarcher/common
Normal file
BIN
Assets/StreamingAssets/agbmarcher/common
Normal file
Binary file not shown.
55
Assets/StreamingAssets/agbmarcher/common.manifest
Normal file
55
Assets/StreamingAssets/agbmarcher/common.manifest
Normal file
|
@ -0,0 +1,55 @@
|
|||
ManifestFileVersion: 0
|
||||
CRC: 2977933673
|
||||
Hashes:
|
||||
AssetFileHash:
|
||||
serializedVersion: 2
|
||||
Hash: 7c23fa93fdffac9e35fe4652a97c3625
|
||||
TypeTreeHash:
|
||||
serializedVersion: 2
|
||||
Hash: 1aef31c9f4d1c75f6734d04d296b3bed
|
||||
HashAppended: 0
|
||||
ClassTypes:
|
||||
- Class: 1
|
||||
Script: {instanceID: 0}
|
||||
- Class: 4
|
||||
Script: {instanceID: 0}
|
||||
- Class: 21
|
||||
Script: {instanceID: 0}
|
||||
- Class: 28
|
||||
Script: {instanceID: 0}
|
||||
- Class: 48
|
||||
Script: {instanceID: 0}
|
||||
- Class: 74
|
||||
Script: {instanceID: 0}
|
||||
- Class: 83
|
||||
Script: {instanceID: 0}
|
||||
- Class: 91
|
||||
Script: {instanceID: 0}
|
||||
- Class: 95
|
||||
Script: {instanceID: 0}
|
||||
- Class: 114
|
||||
Script: {fileID: 11500000, guid: 88781b295be0fe245b61208a9de66199, type: 3}
|
||||
- Class: 115
|
||||
Script: {instanceID: 0}
|
||||
- Class: 212
|
||||
Script: {instanceID: 0}
|
||||
- Class: 213
|
||||
Script: {instanceID: 0}
|
||||
SerializeReferenceClassIdentifiers:
|
||||
- AssemblyName: Assembly-CSharp
|
||||
ClassName: HeavenStudio.Util.SoundSequence
|
||||
- AssemblyName: Assembly-CSharp
|
||||
ClassName: HeavenStudio.Util.SoundSequence/SequenceClip
|
||||
- AssemblyName: Assembly-CSharp
|
||||
ClassName: HeavenStudio.Util.SoundSequence/SequenceKeyValue
|
||||
Assets:
|
||||
- Assets/Resources/Sfx/games/marchingOrders/halt2.ogg
|
||||
- Assets/Resources/Sfx/games/marchingOrders/faceTurnPlayer.ogg
|
||||
- Assets/Resources/Sfx/games/marchingOrders/marchStart.ogg
|
||||
- Assets/Resources/Sfx/games/marchingOrders/turnAction.wav
|
||||
- Assets/Resources/Games/marchingOrders.prefab
|
||||
- Assets/Resources/Sfx/games/marchingOrders/faceTurnOther.ogg
|
||||
- Assets/Resources/Sfx/games/marchingOrders/turnActionPlayer.wav
|
||||
- Assets/Resources/Sfx/games/marchingOrders/stepOther.ogg
|
||||
- Assets/Resources/Sfx/games/marchingOrders/stepPlayer.ogg
|
||||
Dependencies: []
|
7
Assets/StreamingAssets/agbmarcher/common.manifest.meta
Normal file
7
Assets/StreamingAssets/agbmarcher/common.manifest.meta
Normal file
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7ede2fa4baf4ce548a660152a7ceb1ad
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
7
Assets/StreamingAssets/agbmarcher/common.meta
Normal file
7
Assets/StreamingAssets/agbmarcher/common.meta
Normal file
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5481d3029d7e22048b8e79905f3e0a2f
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/StreamingAssets/agbmarcher/locale.en
Normal file
BIN
Assets/StreamingAssets/agbmarcher/locale.en
Normal file
Binary file not shown.
35
Assets/StreamingAssets/agbmarcher/locale.en.manifest
Normal file
35
Assets/StreamingAssets/agbmarcher/locale.en.manifest
Normal file
|
@ -0,0 +1,35 @@
|
|||
ManifestFileVersion: 0
|
||||
CRC: 4043620927
|
||||
Hashes:
|
||||
AssetFileHash:
|
||||
serializedVersion: 2
|
||||
Hash: f20af26acab1ffb622cc373cdd20f802
|
||||
TypeTreeHash:
|
||||
serializedVersion: 2
|
||||
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|
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BIN
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35
Assets/StreamingAssets/agbmarcher/locale.jp.manifest
Normal file
35
Assets/StreamingAssets/agbmarcher/locale.jp.manifest
Normal file
|
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Hashes:
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||||
Dependencies: []
|
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