From 95e1cc9510bd7cb7683d1e46cd3ff98768124f44 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Wed, 24 Aug 2022 10:22:20 +0800 Subject: [PATCH 01/22] Marching Orders - Base rn it's coded with notepad++ it will be edited with visual studio code dw --- Assets/Resources/Games/marchingOrders.prefab | 945 ++++++++++++++++++ .../Games/marchingOrders.prefab.meta | 7 + .../Editor/GameIcons/marchingOrders.png.meta | 96 ++ .../Sprites/Games/MarchingOrders.meta | 8 + .../Games/MarchingOrders/reference.png.meta | 96 ++ ...13_waifu2x_art_noise3_scale_tta_1.png.meta | 96 ++ ...13_waifu2x_art_noise3_scale_tta_1.png.meta | 240 +++++ Assets/Scripts/Games/MarchingOrders.meta | 8 + .../Games/MarchingOrders/MarchingOrders.cs | 52 + .../MarchingOrders/MarchingOrders.cs.meta | 11 + 10 files changed, 1559 insertions(+) create mode 100644 Assets/Resources/Games/marchingOrders.prefab create mode 100644 Assets/Resources/Games/marchingOrders.prefab.meta 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"Marching Orders \n[WIP]", "000000", 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("marching", delegate {}, 4f, true), + + //new GameAction("attention", delegate {}, 2f, false), + //new GameAction("march", delegate {}, 2f, false), + //new GameAction("halt", delegate {}, 2f, false), + //new GameAction("face, turn", delegate {}, 4f, false), + }); + } + } +} + +namespace HeavenStudio.Games +{ + // using Scripts_MarchingOrders; + public class MarchingOrders : Minigame + { + // Start is called before the first frame update + void Awake() + { + + } + + // Update is called once per frame + void Update() + { + + } + } +} + diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs.meta b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs.meta new file mode 100644 index 00000000..fce0fff1 --- /dev/null +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 88781b295be0fe245b61208a9de66199 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: From d93102c01aa6eb6cf853e092d3e3c1bfadc66717 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Wed, 24 Aug 2022 11:14:51 +0800 Subject: [PATCH 02/22] DS Touchscreen Colors assigned to Fireworks and more more include launch party, rhythm soumen, space dance, and tram & pauline --- Assets/Scripts/Games/Fireworks/Fireworks.cs | 2 +- Assets/Scripts/Games/LaunchParty/LaunchParty.cs | 2 +- Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs | 2 +- Assets/Scripts/Games/SpaceDance/SpaceDance.cs | 2 +- Assets/Scripts/Games/Tram&Pauline/TramAndPauline.cs | 2 +- 5 files changed, 5 insertions(+), 5 deletions(-) diff --git a/Assets/Scripts/Games/Fireworks/Fireworks.cs b/Assets/Scripts/Games/Fireworks/Fireworks.cs index 697adcaa..d500ca4e 100644 --- a/Assets/Scripts/Games/Fireworks/Fireworks.cs +++ b/Assets/Scripts/Games/Fireworks/Fireworks.cs @@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders public static class AgbFireworkLoader { public static Minigame AddGame(EventCaller eventCaller) { - return new Minigame("fireworks", "Fireworks \n[WIP]", "000000", false, false, new List() + return new Minigame("fireworks", "Fireworks \n[WIP]", "0058CE", false, false, new List() { }); } diff --git a/Assets/Scripts/Games/LaunchParty/LaunchParty.cs b/Assets/Scripts/Games/LaunchParty/LaunchParty.cs index b4e03000..ef73236b 100644 --- a/Assets/Scripts/Games/LaunchParty/LaunchParty.cs +++ b/Assets/Scripts/Games/LaunchParty/LaunchParty.cs @@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders public static class RvlRocketLoader { public static Minigame AddGame(EventCaller eventCaller) { - return new Minigame("launch party", "Launch Party \n[WIP]", "000000", false, false, new List() + return new Minigame("launch party", "Launch Party \n[WIP]", "184CAA", false, false, new List() { }); } diff --git a/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs b/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs index 25b567e0..f8b1f1c9 100644 --- a/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs +++ b/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs @@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders public static class PcoSomenLoader { public static Minigame AddGame(EventCaller eventCaller) { - return new Minigame("rhythmSomen", "Rhythm Sōmen", "000000", false, false, new List() + return new Minigame("rhythmSomen", "Rhythm Sōmen", "99CC34", false, false, new List() { new GameAction("crane (far)", delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); }, 4.0f, false), new GameAction("crane (close)", delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); }, 3.0f, false), diff --git a/Assets/Scripts/Games/SpaceDance/SpaceDance.cs b/Assets/Scripts/Games/SpaceDance/SpaceDance.cs index 6f1c647c..91507932 100644 --- a/Assets/Scripts/Games/SpaceDance/SpaceDance.cs +++ b/Assets/Scripts/Games/SpaceDance/SpaceDance.cs @@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders public static class AgbSpaceDanceLoader { public static Minigame AddGame(EventCaller eventCaller) { - return new Minigame("spaceDance", "Space Dance \n[WIP don't use]", "000000", false, false, new List() + return new Minigame("spaceDance", "Space Dance \n[WIP don't use]", "FFFF34", false, false, new List() { new GameAction("turn right", delegate { SpaceDance.instance.DoTurnRight(eventCaller.currentEntity.beat); }, 2.0f, false), new GameAction("sit down", delegate { SpaceDance.instance.DoSitDown(eventCaller.currentEntity.beat); }, 2.0f, false), diff --git a/Assets/Scripts/Games/Tram&Pauline/TramAndPauline.cs b/Assets/Scripts/Games/Tram&Pauline/TramAndPauline.cs index abc5b749..b44e35e5 100644 --- a/Assets/Scripts/Games/Tram&Pauline/TramAndPauline.cs +++ b/Assets/Scripts/Games/Tram&Pauline/TramAndPauline.cs @@ -10,7 +10,7 @@ namespace HeavenStudio.Games.Loaders { public static Minigame AddGame(EventCaller eventCaller) { - return new Minigame("tram&Pauline", "Tram & Pauline \n[WIP]", "000000", false, false, new List() + return new Minigame("tram&Pauline", "Tram & Pauline \n[WIP]", "E7A59C", false, false, new List() { 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() From 213258cb15c57c54df094c896941762a62b285d7 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Wed, 24 Aug 2022 20:47:41 +0800 Subject: [PATCH 03/22] Fixing Mytiaoga's mistakes (save Tap Trial for later) i've noticed the games created by the owner doesn't use type2, thus the said games are glitching out in terms of right click options i don't know multiple toggles it just breaks the editor?? --- Assets/Scripts/Games/AirRally/AirRally.cs | 2 +- .../Games/FirstContact/FirstContact.cs | 2 +- .../Games/MarchingOrders/MarchingOrders.cs | 19 ++++++++++++++++--- 3 files changed, 18 insertions(+), 5 deletions(-) diff --git a/Assets/Scripts/Games/AirRally/AirRally.cs b/Assets/Scripts/Games/AirRally/AirRally.cs index 7b947d42..e19abf77 100644 --- a/Assets/Scripts/Games/AirRally/AirRally.cs +++ b/Assets/Scripts/Games/AirRally/AirRally.cs @@ -33,7 +33,7 @@ namespace HeavenStudio.Games.Loaders new GameAction("forthington voice lines", delegate { AirRally.instance.ForthVoice(e.currentEntity.type, e.currentEntity.type2); }, 1f, false, new List() { new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"), - new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?") + new Param("type2", AirRally.DistanceSound.close, "Type", "How far is Forthington?") }), }); diff --git a/Assets/Scripts/Games/FirstContact/FirstContact.cs b/Assets/Scripts/Games/FirstContact/FirstContact.cs index 80384be0..ae294661 100644 --- a/Assets/Scripts/Games/FirstContact/FirstContact.cs +++ b/Assets/Scripts/Games/FirstContact/FirstContact.cs @@ -25,7 +25,7 @@ namespace HeavenStudio.Games.Loaders new GameAction("look at", delegate { FirstContact.instance.lookAtDirection(eventCaller.currentEntity.type, eventCaller.currentEntity.type); }, .5f, false, new List() { new Param("type", FirstContact.alienLookAt.lookAtTranslator, "alien look at what", "[Alien] will look at what"), - new Param("type", FirstContact.translatorLookAt.lookAtAlien, "translator look at what", "[Translator] will look at what"), + new Param("type2", FirstContact.translatorLookAt.lookAtAlien, "translator look at what", "[Translator] will look at what"), }), new GameAction("live bar beat", delegate { FirstContact.instance.liveBarBeat(eventCaller.currentEntity.toggle); }, .5f, false, new List() { diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index 09cf7118..0e0e4871 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders public static class AbgMarcherLoader { public static Minigame AddGame(EventCaller eventCaller) { - return new Minigame("marchingOrders", "Marching Orders \n[WIP]", "000000", false, false, new List() + 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 @@ -25,7 +25,11 @@ namespace HeavenStudio.Games.Loaders //new GameAction("attention", delegate {}, 2f, false), //new GameAction("march", delegate {}, 2f, false), //new GameAction("halt", delegate {}, 2f, false), - //new GameAction("face, turn", delegate {}, 4f, false), + //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"), + //}), }); } } @@ -33,9 +37,18 @@ namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games { - // using Scripts_MarchingOrders; + //using Scripts_MarchingOrders; public class MarchingOrders : Minigame { + public enum DirectionFaceTurn { + Right, + Left, + } + public enum FaceTurnLength { + Normal, + Fast, + } + // Start is called before the first frame update void Awake() { From 603067c35db7a67e2b93026862e643e7b639bcfd Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Fri, 26 Aug 2022 16:29:26 +0800 Subject: [PATCH 04/22] Sarge placement, yet to animate time to waste time on creating a minigame rather than actually modding megamix to make a custom remix :ok_hand: --- Assets/Resources/Games/marchingOrders.prefab | 200 +++++++++++++++++- .../Games/MarchingOrders/Animations.meta | 8 + .../MarchingOrders/Animations/Cadets.meta | 8 + .../MarchingOrders/Animations/Sarge.meta | 8 + .../MarchingOrders/Animations/Sarge/Idle.anim | 53 +++++ .../Animations/Sarge/Idle.anim.meta | 8 + .../Animations/Sarge/Sarge.controller | 12 ++ .../Animations/Sarge/Sarge.controller.meta | 8 + ...13_waifu2x_art_noise3_scale_tta_1.png.meta | 150 ++++++++++++- .../Games/MarchingOrders/MarchingOrders.cs | 20 +- 10 files changed, 462 insertions(+), 13 deletions(-) create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations.meta create mode 100644 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namespace HeavenStudio.Games.Loaders //the cues do nothing at the moment, so i temporarily disabled them - //new GameAction("marching", delegate {}, 4f, true), + //new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), //new GameAction("attention", delegate {}, 2f, false), //new GameAction("march", delegate {}, 2f, false), @@ -28,7 +35,7 @@ namespace HeavenStudio.Games.Loaders //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 Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"), //}), }); } @@ -49,10 +56,12 @@ namespace HeavenStudio.Games Fast, } + public static MarchingOrders instance; + // Start is called before the first frame update void Awake() { - + instance = this; } // Update is called once per frame @@ -60,6 +69,11 @@ namespace HeavenStudio.Games { } + + public void CadetsMarch(float beat) + { + + } } } From c8f4e3a9b6e8e08bc87c255dd5f4bf5a307cdd45 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Fri, 26 Aug 2022 18:48:32 +0800 Subject: [PATCH 05/22] Marching Orders - Full Base im so tired rn i wanna at least get back on modding i wanna take a huge rest i wanna sleep --- Assets/Resources/Games/marchingOrders.prefab | 377 +++++- .../Prefabs/Games/MarchingOrders.meta | 8 + .../Games/MarchingOrders/Cadets.prefab | 716 ++++++++++++ .../Games/MarchingOrders/Cadets.prefab.meta | 7 + .../Animations/Cadets/Cadets.controller | 12 + .../Animations/Cadets/Cadets.controller.meta | 8 + .../Animations/Cadets/Idle.anim | 53 + .../Animations/Cadets/Idle.anim.meta | 8 + ...13_waifu2x_art_noise3_scale_tta_1.png.meta | 1008 +++++++++++++++++ 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-5904967815896487001 - vertices: [] - indices: - edges: [] - weights: [] - - serializedVersion: 2 - name: a2 + name: bgFloor rect: serializedVersion: 2 x: 176 @@ -160,7 +139,7 @@ TextureImporter: edges: [] weights: [] - serializedVersion: 2 - name: a4 + name: bgConveyor rect: serializedVersion: 2 x: 32 @@ -181,7 +160,7 @@ TextureImporter: edges: [] weights: [] - serializedVersion: 2 - name: a3 + name: bgPipes rect: serializedVersion: 2 x: 32 @@ -202,7 +181,7 @@ TextureImporter: edges: [] weights: [] - serializedVersion: 2 - name: a5 + name: bgWalls rect: serializedVersion: 2 x: 32 diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index 13031eef..616fd8ad 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -1,9 +1,14 @@ //notes: -//1. see space soccer, mr upbeat, tunnel for keep-the-beat codes -//2. see fan club for separate prefabs +// 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) -//4. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases) -//5. delete all notes once the minigame is considered feature-complete +// 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) +// AFTER FEATURE COMPLETION +//7. delete all notes once the minigame is considered feature-complete using HeavenStudio.Util; using System; From b83f740c61a150b161168b3c0b07707c3f350aed Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Fri, 26 Aug 2022 19:32:06 +0800 Subject: [PATCH 06/22] Layering issue fix in BG give me glasses!!!! --- Assets/Resources/Games/marchingOrders.prefab | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/Assets/Resources/Games/marchingOrders.prefab b/Assets/Resources/Games/marchingOrders.prefab index 2550471d..fa1ade45 100644 --- a/Assets/Resources/Games/marchingOrders.prefab +++ b/Assets/Resources/Games/marchingOrders.prefab @@ -357,7 +357,7 @@ Transform: m_LocalScale: {x: 2.082, y: 2.082, z: 2.09291} m_Children: [] m_Father: {fileID: 1558448215581441312} - m_RootOrder: 2 + m_RootOrder: 4 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!212 &3540459721523927521 SpriteRenderer: @@ -398,7 +398,7 @@ SpriteRenderer: m_LightmapParameters: {fileID: 0} m_SortingLayerID: 0 m_SortingLayer: 0 - m_SortingOrder: -1 + m_SortingOrder: -2 m_Sprite: {fileID: -2507892177621278130, guid: 846441fe5edbde04f9bafc98728df9b3, type: 3} m_Color: {r: 1, g: 1, b: 1, a: 1} m_FlipX: 0 @@ -522,9 +522,9 @@ Transform: m_Children: - {fileID: 7150405460527854978} - {fileID: 8718636106605944465} - - {fileID: 1361520185717226678} - {fileID: 6576414245721136236} - {fileID: 984938186019639657} + - {fileID: 1361520185717226678} - {fileID: 261519192782193763} - {fileID: 4516561034748738355} - {fileID: 4676267018483621227} @@ -693,7 +693,7 @@ Transform: m_LocalScale: {x: 2.082, y: 2.082, z: 2.09291} m_Children: [] m_Father: {fileID: 1558448215581441312} - m_RootOrder: 4 + m_RootOrder: 3 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!212 &1930671809848167571 SpriteRenderer: @@ -734,7 +734,7 @@ SpriteRenderer: m_LightmapParameters: {fileID: 0} m_SortingLayerID: 0 m_SortingLayer: 0 - m_SortingOrder: -2 + m_SortingOrder: -3 m_Sprite: {fileID: 2782121640304946352, guid: 846441fe5edbde04f9bafc98728df9b3, type: 3} m_Color: {r: 1, g: 1, b: 1, a: 1} m_FlipX: 0 @@ -1163,7 +1163,7 @@ Transform: m_LocalScale: {x: 2.082, y: 2.082, z: 2.09291} m_Children: [] m_Father: {fileID: 1558448215581441312} - m_RootOrder: 3 + m_RootOrder: 2 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!212 &4355670708046231056 SpriteRenderer: @@ -1204,7 +1204,7 @@ SpriteRenderer: m_LightmapParameters: {fileID: 0} m_SortingLayerID: 0 m_SortingLayer: 0 - m_SortingOrder: -1 + m_SortingOrder: -2 m_Sprite: {fileID: 2782121640304946352, guid: 846441fe5edbde04f9bafc98728df9b3, type: 3} m_Color: {r: 1, g: 1, b: 1, a: 1} m_FlipX: 0 From 329f13843c4003199abaedbc1c6253efcc36d85d Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Fri, 26 Aug 2022 20:36:48 +0800 Subject: [PATCH 07/22] Implement "temporary" SFX straight from RHRE's SFXDB last one before tomorrow starts to get the anims ready (and wait for the new properties update) --- Assets/Resources/Sfx/games/marchingOrders/!README.txt | 7 +++++++ 1 file changed, 7 insertions(+) create mode 100644 Assets/Resources/Sfx/games/marchingOrders/!README.txt diff --git a/Assets/Resources/Sfx/games/marchingOrders/!README.txt b/Assets/Resources/Sfx/games/marchingOrders/!README.txt new file mode 100644 index 00000000..b1b25c58 --- /dev/null +++ b/Assets/Resources/Sfx/games/marchingOrders/!README.txt @@ -0,0 +1,7 @@ +those are just rhre marching orders sfx, they may or may not be temporary unless or until: +- the marching player and other sounds are separated +- the face turn command inputs are split +- we have miss sounds + +after that, we need some voice actor for: +- english fast face turn sounds \ No newline at end of file From 95fcd5673f63a902db6546fa1416463a511750cd Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Fri, 26 Aug 2022 20:38:26 +0800 Subject: [PATCH 08/22] Forgot to update notes Bummer. --- Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index 616fd8ad..0fca3515 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -2,7 +2,7 @@ // 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) +//3. 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) From 76390728cc068a501f6271b06232ae55b09cd872 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Fri, 26 Aug 2022 22:39:47 +0800 Subject: [PATCH 09/22] =?UTF-8?q?Assets=20currently=20in=20a=20temporary?= =?UTF-8?q?=20state,=20so=20we've=20added=20a=20bunch=20of=20=E4=BB=AE?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit who vandalized the walls? - sarge, 2015 --- .../Resources/Sfx/games/marchingOrders.meta | 8 +++ .../Sfx/games/marchingOrders/!README.txt.meta | 7 +++ .../games/marchingOrders/attention1.ogg.meta | 22 +++++++ .../games/marchingOrders/attention2.ogg.meta | 22 +++++++ .../games/marchingOrders/attention3.ogg.meta | 22 +++++++ 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+ - serializedVersion: 5 + m_Name: Base Layer + m_StateMachine: {fileID: 5496941573075515448} + m_Mask: {fileID: 0} + m_Motions: [] + m_Behaviours: [] + m_BlendingMode: 0 + m_SyncedLayerIndex: -1 + m_DefaultWeight: 0 + m_IKPass: 0 + m_SyncedLayerAffectsTiming: 0 + m_Controller: {fileID: 9100000} +--- !u!1107 &5496941573075515448 +AnimatorStateMachine: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Base Layer + m_ChildStates: + - serializedVersion: 1 + m_State: {fileID: 6881271345893438890} + m_Position: {x: 200, y: 0, z: 0} + m_ChildStateMachines: [] + m_AnyStateTransitions: [] + m_EntryTransitions: [] + m_StateMachineTransitions: {} + m_StateMachineBehaviours: [] + m_AnyStatePosition: {x: 50, y: 20, z: 0} + m_EntryPosition: {x: 50, y: 120, z: 0} + m_ExitPosition: {x: 800, y: 120, z: 0} + m_ParentStateMachinePosition: {x: 800, y: 20, z: 0} + m_DefaultState: {fileID: 6881271345893438890} +--- !u!1102 &6881271345893438890 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Idle + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: [] + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 7400000, guid: 6658ddf85f0198046b84a6a5d91743df, type: 2} + m_Tag: + m_SpeedParameter: + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: From f1eb6ca51f706a245e284147d628b1813d913ec5 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Sat, 27 Aug 2022 10:20:48 +0800 Subject: [PATCH 10/22] Animation started, attempt to code "eVeNt NoT fOuNd! MaY bE sPeLlEd WrOnG oR iT iS nOt ImPlEmEnTeD." --- Assets/Resources/Games/marchingOrders.prefab | 2 +- .../Animations/Cadets/Anger.anim | 53 +++++++++++++++++++ .../Animations/Cadets/Anger.anim.meta | 8 +++ .../Animations/Cadets/Irritate.anim | 53 +++++++++++++++++++ .../Animations/Cadets/Irritate.anim.meta | 8 +++ .../Animations/Cadets/Talk.anim | 53 +++++++++++++++++++ .../Animations/Cadets/Talk.anim.meta | 8 +++ .../Games/MarchingOrders/MarchingOrders.cs | 13 ++++- 8 files changed, 196 insertions(+), 2 deletions(-) create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Anger.anim create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Anger.anim.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Irritate.anim create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Irritate.anim.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Talk.anim create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Talk.anim.meta diff --git a/Assets/Resources/Games/marchingOrders.prefab b/Assets/Resources/Games/marchingOrders.prefab index fa1ade45..86c08e09 100644 --- a/Assets/Resources/Games/marchingOrders.prefab +++ b/Assets/Resources/Games/marchingOrders.prefab @@ -180,7 +180,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!4 &1645939037775820338 Transform: m_ObjectHideFlags: 0 diff --git a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Anger.anim b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Anger.anim new file mode 100644 index 00000000..1999ad19 --- /dev/null +++ b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Anger.anim @@ -0,0 +1,53 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!74 &7400000 +AnimationClip: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Anger + serializedVersion: 6 + m_Legacy: 0 + m_Compressed: 0 + m_UseHighQualityCurve: 1 + m_RotationCurves: [] + m_CompressedRotationCurves: [] + m_EulerCurves: [] + m_PositionCurves: [] + m_ScaleCurves: [] + m_FloatCurves: [] + m_PPtrCurves: [] + m_SampleRate: 60 + m_WrapMode: 0 + m_Bounds: + m_Center: {x: 0, y: 0, z: 0} + m_Extent: {x: 0, y: 0, z: 0} + m_ClipBindingConstant: + genericBindings: [] + pptrCurveMapping: [] + m_AnimationClipSettings: + serializedVersion: 2 + m_AdditiveReferencePoseClip: {fileID: 0} + m_AdditiveReferencePoseTime: 0 + m_StartTime: 0 + m_StopTime: 1 + m_OrientationOffsetY: 0 + m_Level: 0 + m_CycleOffset: 0 + m_HasAdditiveReferencePose: 0 + m_LoopTime: 1 + m_LoopBlend: 0 + m_LoopBlendOrientation: 0 + m_LoopBlendPositionY: 0 + m_LoopBlendPositionXZ: 0 + m_KeepOriginalOrientation: 0 + m_KeepOriginalPositionY: 1 + 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b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Irritate.anim @@ -0,0 +1,53 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!74 &7400000 +AnimationClip: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Irritate + serializedVersion: 6 + m_Legacy: 0 + m_Compressed: 0 + m_UseHighQualityCurve: 1 + m_RotationCurves: [] + m_CompressedRotationCurves: [] + m_EulerCurves: [] + m_PositionCurves: [] + m_ScaleCurves: [] + m_FloatCurves: [] + m_PPtrCurves: [] + m_SampleRate: 60 + m_WrapMode: 0 + m_Bounds: + m_Center: {x: 0, y: 0, z: 0} + m_Extent: {x: 0, y: 0, z: 0} + m_ClipBindingConstant: + genericBindings: [] + pptrCurveMapping: [] + m_AnimationClipSettings: + serializedVersion: 2 + m_AdditiveReferencePoseClip: {fileID: 0} + m_AdditiveReferencePoseTime: 0 + m_StartTime: 0 + m_StopTime: 1 + m_OrientationOffsetY: 0 + m_Level: 0 + m_CycleOffset: 0 + m_HasAdditiveReferencePose: 0 + 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assetBundleVariant: diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index 0fca3515..b0f3b605 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -34,7 +34,7 @@ namespace HeavenStudio.Games.Loaders //the cues do nothing at the moment, so i temporarily disabled them //new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), - //new GameAction("attention", delegate {}, 2f, false), + new GameAction("attention", delegate { MarchingOrders.instance.SargeAttention(eventCaller.currentEntity.beat); }, 2f, false), //new GameAction("march", delegate {}, 2f, false), //new GameAction("halt", delegate {}, 2f, false), //new GameAction("face turn", delegate {}, 4f, false, parameters: new List() @@ -79,6 +79,17 @@ namespace HeavenStudio.Games { } + + public void SargeAttention(float beat) + { + //ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, SitSuccess, SitMiss, SitEmpty); + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("marchingOrders/attention1", beat - 0.25f), + new MultiSound.Sound("marchingOrders/attention2", beat), + new MultiSound.Sound("marchingOrders/attention3", beat + 0.5f), + }); + + } } } From 400d12bcbe5bb7a19283688fc5ef0daa0a7c51eb Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Sat, 27 Aug 2022 12:40:49 +0800 Subject: [PATCH 11/22] Give up on coding until someone helps me i cannot find the root cause of this --- .../Animations/Cadets/Talk.anim | 218 +++++++++++++++++- .../MarchingOrders/Animations/Sarge/Idle.anim | 143 +++++++++++- .../Animations/Sarge/Sarge.controller | 87 +++++++ .../Games/MarchingOrders/MarchingOrders.cs | 88 +++---- 4 files changed, 480 insertions(+), 56 deletions(-) diff --git a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Talk.anim b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Talk.anim index 4b0ade24..5dae3798 100644 --- a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Talk.anim +++ b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Talk.anim @@ -14,24 +14,92 @@ AnimationClip: m_RotationCurves: [] m_CompressedRotationCurves: [] m_EulerCurves: [] - m_PositionCurves: [] + m_PositionCurves: + - curve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: {x: 0.135, y: 1.43, z: 0} + inSlope: {x: Infinity, y: Infinity, z: Infinity} + outSlope: {x: 0, y: 0, z: 0} + tangentMode: 0 + weightedMode: 0 + inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} + outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} + - serializedVersion: 3 + time: 0.1 + value: {x: 0.073, y: 1.34, z: 0} + inSlope: {x: Infinity, y: Infinity, z: Infinity} + outSlope: {x: 0, y: 0, z: 0} + tangentMode: 0 + weightedMode: 0 + inWeight: {x: 0.33333334, y: 0.33333334, z: 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3d74a0be..ae0fd336 100644 --- a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Sarge/Sarge.controller +++ b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Sarge/Sarge.controller @@ -1,5 +1,31 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!1102 &-3408425483569106359 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Anger + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: [] + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 7400000, guid: 210af45ada135d24e8529a473a7676e2, type: 2} + m_Tag: + m_SpeedParameter: + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: --- !u!91 &9100000 AnimatorController: m_ObjectHideFlags: 0 @@ -22,6 +48,32 @@ AnimatorController: m_IKPass: 0 m_SyncedLayerAffectsTiming: 0 m_Controller: {fileID: 9100000} +--- !u!1102 &4584698219520368080 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Talk + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: [] + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 7400000, guid: c66519c30e8584840a96f98b014918f9, type: 2} + m_Tag: + m_SpeedParameter: + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: --- !u!1107 &5496941573075515448 AnimatorStateMachine: serializedVersion: 6 @@ -34,6 +86,15 @@ AnimatorStateMachine: - serializedVersion: 1 m_State: {fileID: 6881271345893438890} m_Position: {x: 200, y: 0, z: 0} + - serializedVersion: 1 + m_State: {fileID: 4584698219520368080} + m_Position: {x: 235, y: 65, z: 0} + - serializedVersion: 1 + m_State: {fileID: 9138496609524594483} + m_Position: {x: 270, y: 130, z: 0} + - serializedVersion: 1 + m_State: {fileID: -3408425483569106359} + m_Position: {x: 305, y: 195, z: 0} m_ChildStateMachines: [] m_AnyStateTransitions: [] m_EntryTransitions: [] @@ -70,3 +131,29 @@ AnimatorState: m_MirrorParameter: m_CycleOffsetParameter: m_TimeParameter: +--- !u!1102 &9138496609524594483 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Irritate + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: [] + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 7400000, guid: be97e7ff2134a7e479851787919689d2, type: 2} + m_Tag: + m_SpeedParameter: + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index b0f3b605..fe46ec8f 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -1,13 +1,13 @@ //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 //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] -// AFTER NEW PROPS +// 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) -// AFTER FEATURE COMPLETION +// AFTER FEATURE COMPLETION //7. delete all notes once the minigame is considered feature-complete using HeavenStudio.Util; @@ -18,29 +18,29 @@ using UnityEngine; namespace HeavenStudio.Games.Loaders { using static Minigames; - public static class AbgMarcherLoader + public static class AgbMarcherLoader { 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("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), - - new GameAction("attention", delegate { MarchingOrders.instance.SargeAttention(eventCaller.currentEntity.beat); }, 2f, false), - //new GameAction("march", delegate {}, 2f, false), - //new GameAction("halt", delegate {}, 2f, false), - //new GameAction("face turn", delegate {}, 4f, false, parameters: 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("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), + + //new GameAction("attention", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2f, false), + //new GameAction("march", delegate {}, 2f, false), + //new GameAction("halt", delegate {}, 2f, false), + //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 Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"), //}), }); } @@ -52,17 +52,19 @@ namespace HeavenStudio.Games //using Scripts_MarchingOrders; public class MarchingOrders : Minigame { - public enum DirectionFaceTurn { + public static MarchingOrders instance; + + public enum DirectionFaceTurn + { Right, Left, - } - public enum FaceTurnLength { + } + public enum FaceTurnLength + { Normal, Fast, - } - - public static MarchingOrders instance; - + } + // Start is called before the first frame update void Awake() { @@ -74,22 +76,20 @@ namespace HeavenStudio.Games { } - - public void CadetsMarch(float beat) - { - - } - - public void SargeAttention(float beat) - { - //ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, SitSuccess, SitMiss, SitEmpty); - MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("marchingOrders/attention1", beat - 0.25f), - new MultiSound.Sound("marchingOrders/attention2", beat), - new MultiSound.Sound("marchingOrders/attention3", beat + 0.5f), - }); - - } + + public void CadetsMarch(float beat) + { + + } + + 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), + //}); + } } } From ca0db56012b1867fca9b744b2495ece1f49b09af Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Sun, 28 Aug 2022 08:45:55 +0800 Subject: [PATCH 12/22] Coding Test i did a dum dum and forgot to put the script in the prefab, another bummer. --- Assets/Resources/Games/marchingOrders.prefab | 35 ++++++++++++++++-- .../Games/MarchingOrders/MarchingOrders.cs | 37 +++++++++++++++---- 2 files changed, 60 insertions(+), 12 deletions(-) diff --git a/Assets/Resources/Games/marchingOrders.prefab b/Assets/Resources/Games/marchingOrders.prefab index 86c08e09..c07d2a5c 100644 --- a/Assets/Resources/Games/marchingOrders.prefab +++ b/Assets/Resources/Games/marchingOrders.prefab @@ -1106,6 +1106,7 @@ GameObject: serializedVersion: 6 m_Component: - component: {fileID: 4161079182365989534} + - component: {fileID: -355020381370293803} m_Layer: 0 m_Name: marchingOrders m_TagString: Untagged @@ -1134,6 +1135,27 @@ Transform: m_Father: {fileID: 0} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!114 &-355020381370293803 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 7932591990038472721} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 88781b295be0fe245b61208a9de66199, type: 3} + m_Name: + m_EditorClassIdentifier: + EligibleHits: [] + scheduledInputs: [] + firstEnable: 0 + Sarge: {fileID: 2588778952987738506} + Cadet1: {fileID: 0} + Cadet2: {fileID: 0} + Cadet3: {fileID: 0} + CadetPlayer: {fileID: 0} + Player: {fileID: 8848288323294350469} --- !u!1 &8579906743383480424 GameObject: m_ObjectHideFlags: 0 @@ -1269,7 +1291,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3} propertyPath: m_Name - value: Cadets1 + value: Cadet1 objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3} @@ -1331,7 +1353,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3} propertyPath: m_Name - value: Cadets3 + value: Cadet3 objectReference: {fileID: 0} - target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3} propertyPath: m_IsActive @@ -1397,7 +1419,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3} propertyPath: m_Name - value: Cadets2 + value: Cadet2 objectReference: {fileID: 0} - target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3} propertyPath: m_IsActive @@ -1463,7 +1485,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3} propertyPath: m_Name - value: CadetsPlayer + value: CadetPlayer objectReference: {fileID: 0} - target: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3} propertyPath: m_IsActive @@ -1471,6 +1493,11 @@ PrefabInstance: objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3} +--- !u!1 &8848288323294350469 stripped +GameObject: + m_CorrespondingSourceObject: {fileID: 5783637365262278501, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3} + m_PrefabInstance: {fileID: 3064968737360712672} + m_PrefabAsset: {fileID: 0} --- !u!4 &3369076211363356189 stripped Transform: m_CorrespondingSourceObject: {fileID: 308962927016676861, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3} diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index fe46ec8f..c08d6932 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -34,13 +34,13 @@ namespace HeavenStudio.Games.Loaders //the cues do nothing at the moment, so i temporarily disabled them //new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), - //new GameAction("attention", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2f, false), - //new GameAction("march", delegate {}, 2f, false), + new GameAction("attention", delegate { MarchingOrders.instance.SargeAttention(eventCaller.currentEntity.beat); }, 2.25f, false), + new GameAction("march", delegate { MarchingOrders.instance.SargeMarch(eventCaller.currentEntity.beat); }, 2.0f, false), //new GameAction("halt", delegate {}, 2f, false), //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 Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"), //}), }); } @@ -52,6 +52,12 @@ namespace HeavenStudio.Games //using Scripts_MarchingOrders; public class MarchingOrders : Minigame { + public Animator Sarge; + public Animator Cadet1; + public Animator Cadet2; + public Animator Cadet3; + public Animator CadetPlayer; + public GameObject Player; public static MarchingOrders instance; public enum DirectionFaceTurn @@ -84,12 +90,27 @@ namespace HeavenStudio.Games 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), - //}); + 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), + }); + + BeatAction.New(Player, new List() + { + new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}), + }); } + + public void SargeMarch(float beat) + { + Jukebox.PlayOneShot("games/marchingOrders/march1"); + BeatAction.New(Player, new List() + { + new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), + }); + } + } } From 0327387d3396d08c25f77b72f00d4bda6bdcebe2 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Sun, 28 Aug 2022 13:38:49 +0800 Subject: [PATCH 13/22] Export "bread' animations here MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit cause i wanna make it accurate™ --- Assets/Resources/Games/marchingOrders.prefab | 107 ++++++++++-------- .../MarchingOrders/Animations/Cadets/Bop.anim | 53 +++++++++ .../Animations/Cadets/Bop.anim.meta | 8 ++ .../Animations/{Cadets => Sarge}/Anger.anim | 0 .../{Cadets => Sarge}/Anger.anim.meta | 0 .../{Cadets => Sarge}/Irritate.anim | 0 .../{Cadets => Sarge}/Irritate.anim.meta | 0 .../Animations/{Cadets => Sarge}/Talk.anim | 0 .../{Cadets => Sarge}/Talk.anim.meta | 0 .../Games/MarchingOrders/References.meta | 8 ++ .../MarchingOrders/References/cadets.meta | 8 ++ .../References/cadets/Test.000.00.png.meta | 96 ++++++++++++++++ .../References/cadets/Test.001.01.png.meta | 96 ++++++++++++++++ .../References/cadets/Test.002.05.png.meta | 96 ++++++++++++++++ .../References/cadets/Test.003.06.png.meta | 96 ++++++++++++++++ .../References/cadets/Test.004.07.png.meta | 96 ++++++++++++++++ .../References/cadets/Test.005.08.png.meta | 96 ++++++++++++++++ .../References/cadets/Test.006.09.png.meta | 96 ++++++++++++++++ .../References/cadets/Test.007.10.png.meta | 96 ++++++++++++++++ .../References/cadets/Test.008.11.png.meta | 96 ++++++++++++++++ .../References/cadets/Test.009.12.png.meta | 96 ++++++++++++++++ .../References/cadets/UpBeat.000.0.png.meta | 96 ++++++++++++++++ .../References/cadets/UpBeat.001.1.png.meta | 96 ++++++++++++++++ .../References/cadets/UpBeat.002.2.png.meta | 96 ++++++++++++++++ .../References/cadets/UpBeat.003.3.png.meta | 96 ++++++++++++++++ .../{ => References}/reference.png.meta | 2 +- .../References/reference2.png.meta | 96 ++++++++++++++++ .../MarchingOrders/References/sarge.meta | 8 ++ .../References/sarge/Bomb.000.0.png.meta | 96 ++++++++++++++++ .../References/sarge/Bomb.001.1.png.meta | 96 ++++++++++++++++ .../References/sarge/Bomb.002.2.png.meta | 96 ++++++++++++++++ .../References/sarge/Bomb.003.3.png.meta | 96 ++++++++++++++++ .../References/sarge/Bomb.004.4.png.meta | 96 ++++++++++++++++ .../References/sarge/Bomb.005.5.png.meta | 96 ++++++++++++++++ .../References/sarge/Bomb.006.6.png.meta | 96 ++++++++++++++++ .../References/sarge/Leader.000.0.png.meta | 96 ++++++++++++++++ .../References/sarge/Leader.001.1.png.meta | 96 ++++++++++++++++ .../References/sarge/Leader.002.2.png.meta | 96 ++++++++++++++++ .../References/sarge/Leader.003.3.png.meta | 96 ++++++++++++++++ .../sarge/LeaderIrritate.000.0.png.meta | 96 ++++++++++++++++ .../sarge/LeaderIrritate.001.1.png.meta | 96 ++++++++++++++++ .../sarge/LeaderIrritate.002.2.png.meta | 96 ++++++++++++++++ .../Games/MarchingOrders/References2.meta | 8 ++ ...13_waifu2x_art_noise3_scale_tta_1.png.meta | 8 +- .../Games/MarchingOrders/MarchingOrders.cs | 29 ++++- 45 files changed, 2970 insertions(+), 53 deletions(-) create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Bop.anim create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Bop.anim.meta rename Assets/Resources/Sprites/Games/MarchingOrders/Animations/{Cadets => Sarge}/Anger.anim (100%) rename Assets/Resources/Sprites/Games/MarchingOrders/Animations/{Cadets => Sarge}/Anger.anim.meta (100%) rename Assets/Resources/Sprites/Games/MarchingOrders/Animations/{Cadets => Sarge}/Irritate.anim (100%) rename Assets/Resources/Sprites/Games/MarchingOrders/Animations/{Cadets => Sarge}/Irritate.anim.meta (100%) rename Assets/Resources/Sprites/Games/MarchingOrders/Animations/{Cadets => Sarge}/Talk.anim (100%) rename Assets/Resources/Sprites/Games/MarchingOrders/Animations/{Cadets => Sarge}/Talk.anim.meta (100%) create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/cadets.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/cadets/Test.000.00.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/cadets/Test.001.01.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/cadets/Test.002.05.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/cadets/Test.003.06.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/cadets/Test.004.07.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/cadets/Test.005.08.png.meta create mode 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Assets/Resources/Sprites/Games/MarchingOrders/References/reference2.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/sarge.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/sarge/Bomb.000.0.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/sarge/Bomb.001.1.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/sarge/Bomb.002.2.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/sarge/Bomb.003.3.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/sarge/Bomb.004.4.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/sarge/Bomb.005.5.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/sarge/Bomb.006.6.png.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/References/sarge/Leader.000.0.png.meta create mode 100644 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864 @@ -685,7 +685,7 @@ TextureImporter: edges: [] weights: [] - serializedVersion: 2 - name: cadetLegBeat + name: cadetLegBeat1 rect: serializedVersion: 2 x: 1024 diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index c08d6932..68d5bcb7 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -32,11 +32,12 @@ namespace HeavenStudio.Games.Loaders //the cues do nothing at the moment, so i temporarily disabled them + new GameAction("bop", delegate { MarchingOrders.instance.Bop(eventCaller.currentEntity.beat); }, 1f, false), //new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), new GameAction("attention", delegate { MarchingOrders.instance.SargeAttention(eventCaller.currentEntity.beat); }, 2.25f, false), new GameAction("march", delegate { MarchingOrders.instance.SargeMarch(eventCaller.currentEntity.beat); }, 2.0f, false), - //new GameAction("halt", delegate {}, 2f, false), + new GameAction("halt", delegate {}, 2f, false), //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"), @@ -52,6 +53,7 @@ namespace HeavenStudio.Games //using Scripts_MarchingOrders; public class MarchingOrders : Minigame { + [Header("References")] public Animator Sarge; public Animator Cadet1; public Animator Cadet2; @@ -83,6 +85,17 @@ namespace HeavenStudio.Games } + public void Bop(float beat) + { + BeatAction.New(Player, new List() + { + new BeatAction.Action(beat, delegate { Cadet1.Play("Bop", -1, 0);}), + new BeatAction.Action(beat, delegate { Cadet2.Play("Bop", -1, 0);}), + new BeatAction.Action(beat, delegate { Cadet3.Play("Bop", -1, 0);}), + new BeatAction.Action(beat, delegate { CadetPlayer.Play("Bop", -1, 0);}), + }); + } + public void CadetsMarch(float beat) { @@ -99,15 +112,27 @@ 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 { Cadet1.Play("Idle", -1, 0);}), + new BeatAction.Action(beat + 0.25f, delegate { Cadet2.Play("Idle", -1, 0);}), + new BeatAction.Action(beat + 0.25f, delegate { Cadet3.Play("Idle", -1, 0);}), + new BeatAction.Action(beat + 0.25f, delegate { CadetPlayer.Play("Idle", -1, 0);}), }); } public void SargeMarch(float beat) { - Jukebox.PlayOneShot("games/marchingOrders/march1"); + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("marchingOrders/march1", beat), + new MultiSound.Sound("marchingOrders/march2", beat + 1f), + }); + BeatAction.New(Player, new List() { new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), + new BeatAction.Action(beat, delegate { Cadet1.Play("Idle", -1, 0);}), + new BeatAction.Action(beat, delegate { Cadet2.Play("Idle", -1, 0);}), + new BeatAction.Action(beat, delegate { Cadet3.Play("Idle", -1, 0);}), + new BeatAction.Action(beat, delegate { CadetPlayer.Play("Idle", -1, 0);}), }); } From 8ecce14cfacd964d62342be3db63dacbc18d817b Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Sun, 28 Aug 2022 20:53:13 +0800 Subject: [PATCH 14/22] More Animations Done + Temporary Miss Animation they're marching into place!! --- Assets/Resources/Games/marchingOrders.prefab | 165 +- .../MarchingOrders/Animations/Cadets/Bop.anim | 1726 ++++++++++++++++- .../Animations/Cadets/Cadets.controller | 29 + .../Animations/Cadets/Idle.anim | 931 ++++++++- .../Animations/Sarge/Anger.anim | 265 ++- .../MarchingOrders/Animations/Sarge/Idle.anim | 10 +- .../Animations/Sarge/Irritate.anim | 2 +- .../MarchingOrders/Animations/Sarge/Talk.anim | 20 +- .../Games/MarchingOrders/MarchingOrders.cs | 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inSlope: Infinity outSlope: 0 tangentMode: 7 @@ -147,7 +147,7 @@ AnimationClip: outWeight: 0.33333334 - serializedVersion: 3 time: 0.3 - value: 0.073 + value: 0.083 inSlope: Infinity outSlope: 0 tangentMode: 7 @@ -166,7 +166,7 @@ AnimationClip: m_Curve: - serializedVersion: 3 time: 0 - value: 1.43 + value: 1.443 inSlope: Infinity outSlope: 0 tangentMode: 7 diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index 68d5bcb7..0fa6397d 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -82,7 +82,11 @@ namespace HeavenStudio.Games // Update is called once per frame void Update() { - + if (PlayerInput.Pressed() && !IsExpectingInputNow()) + { + Jukebox.PlayOneShotGame("miss"); + Sarge.Play("Anger", -1, 0); + } } public void Bop(float beat) @@ -112,10 +116,6 @@ 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 { Cadet1.Play("Idle", -1, 0);}), - new BeatAction.Action(beat + 0.25f, delegate { Cadet2.Play("Idle", -1, 0);}), - new BeatAction.Action(beat + 0.25f, delegate { Cadet3.Play("Idle", -1, 0);}), - new BeatAction.Action(beat + 0.25f, delegate { CadetPlayer.Play("Idle", -1, 0);}), }); } @@ -129,10 +129,6 @@ namespace HeavenStudio.Games BeatAction.New(Player, new List() { new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), - new BeatAction.Action(beat, delegate { Cadet1.Play("Idle", -1, 0);}), - new BeatAction.Action(beat, delegate { Cadet2.Play("Idle", -1, 0);}), - new BeatAction.Action(beat, delegate { Cadet3.Play("Idle", -1, 0);}), - new BeatAction.Action(beat, delegate { CadetPlayer.Play("Idle", -1, 0);}), }); } From 1ea5edaef84f0dfe154601e5c564aad5650c2373 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Mon, 29 Aug 2022 22:07:32 +0800 Subject: [PATCH 15/22] More anim-code progress i procrastinated a bit --- Assets/Resources/Games/marchingOrders.prefab | 130 ++++++++++++- .../Games/MarchingOrders/Cadets.prefab | 184 +++++++++++++++++- .../Animations/Cadets/MarchL.anim | 53 +++++ .../Animations/Cadets/MarchL.anim.meta | 8 + .../Animations/Cadets/MarchR.anim | 53 +++++ .../Animations/Cadets/MarchR.anim.meta | 8 + .../Games/MarchingOrders/MarchingOrders.cs | 56 ++++-- 7 files changed, 469 insertions(+), 23 deletions(-) create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchL.anim create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchL.anim.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchR.anim create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchR.anim.meta diff --git a/Assets/Resources/Games/marchingOrders.prefab 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MarchingOrders.instance.SargeAttention(eventCaller.currentEntity.beat); }, 2.25f, false), - new GameAction("march", delegate { MarchingOrders.instance.SargeMarch(eventCaller.currentEntity.beat); }, 2.0f, false), - new GameAction("halt", delegate {}, 2f, false), + new GameAction("attention", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2.25f, false), + new GameAction("march", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, 2.0f, false), + new GameAction("halt", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, 2f, false), //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"), @@ -53,6 +53,7 @@ namespace HeavenStudio.Games //using Scripts_MarchingOrders; public class MarchingOrders : Minigame { + //code is just copied from other minigame code, i will polish them later [Header("References")] public Animator Sarge; public Animator Cadet1; @@ -60,6 +61,11 @@ namespace HeavenStudio.Games public Animator Cadet3; public Animator CadetPlayer; public GameObject Player; + + + public GameEvent bop = new GameEvent(); + public GameEvent noBop = new GameEvent(); + public static MarchingOrders instance; public enum DirectionFaceTurn @@ -82,6 +88,19 @@ namespace HeavenStudio.Games // 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.Play("Bop", -1, 0); + Cadet2.Play("Bop", -1, 0); + Cadet3.Play("Bop", -1, 0); + CadetPlayer.Play("Bop", -1, 0); + } + } + if (PlayerInput.Pressed() && !IsExpectingInputNow()) { Jukebox.PlayOneShotGame("miss"); @@ -89,15 +108,10 @@ namespace HeavenStudio.Games } } - public void Bop(float beat) + public void Bop(float beat, float length) { - BeatAction.New(Player, new List() - { - new BeatAction.Action(beat, delegate { Cadet1.Play("Bop", -1, 0);}), - new BeatAction.Action(beat, delegate { Cadet2.Play("Bop", -1, 0);}), - new BeatAction.Action(beat, delegate { Cadet3.Play("Bop", -1, 0);}), - new BeatAction.Action(beat, delegate { CadetPlayer.Play("Bop", -1, 0);}), - }); + bop.length = length; + bop.startBeat = beat; } public void CadetsMarch(float beat) @@ -129,9 +143,25 @@ 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);}), + }); } + public void SargeHalt(float beat) + { + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("marchingOrders/halt1", beat), + new MultiSound.Sound("marchingOrders/halt2", beat + 1f), + }); + + BeatAction.New(Player, new List() + { + new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), + }); + } } } From 636e7dfe1f17b81d24cc3fa199a4d53b731a0ef9 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Sat, 3 Sep 2022 14:09:23 +0800 Subject: [PATCH 16/22] Coin Toss sounds now come from global SFX ...and more progress to marching orders lmao --- Assets/Resources/Games/marchingOrders.prefab | 12 + .../Sfx/games/coinToss/applause.ogg.meta | 22 - .../Sfx/games/coinToss/disappointed.ogg.meta | 22 - .../Sfx/games/coinToss/miss.wav.meta | 22 - .../MarchingOrders/Animations/Cadets/Bop.anim | 136 +- .../Animations/Cadets/Cadets.controller | 87 + .../Animations/Cadets/Halt.anim | 1891 ++++++++++ .../Animations/Cadets/Halt.anim.meta | 8 + .../Animations/Cadets/Idle.anim | 128 +- .../Animations/Cadets/MarchL.anim | 3249 ++++++++++++++++- .../Animations/Cadets/MarchR.anim | 2 +- Assets/Scripts/Games/CoinToss/CoinToss.cs | 6 +- .../Games/MarchingOrders/MarchingOrders.cs | 31 +- 13 files changed, 5522 insertions(+), 94 deletions(-) delete mode 100644 Assets/Resources/Sfx/games/coinToss/applause.ogg.meta delete mode 100644 Assets/Resources/Sfx/games/coinToss/disappointed.ogg.meta delete mode 100644 Assets/Resources/Sfx/games/coinToss/miss.wav.meta create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Halt.anim create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Halt.anim.meta diff --git a/Assets/Resources/Games/marchingOrders.prefab b/Assets/Resources/Games/marchingOrders.prefab index cde26099..3b6331cc 100644 --- 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41cebb09..ab14a95c 100644 --- a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchR.anim +++ b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchR.anim @@ -36,7 +36,7 @@ AnimationClip: m_Level: 0 m_CycleOffset: 0 m_HasAdditiveReferencePose: 0 - m_LoopTime: 1 + m_LoopTime: 0 m_LoopBlend: 0 m_LoopBlendOrientation: 0 m_LoopBlendPositionY: 0 diff --git a/Assets/Scripts/Games/CoinToss/CoinToss.cs b/Assets/Scripts/Games/CoinToss/CoinToss.cs index c1923e09..79b82e39 100644 --- a/Assets/Scripts/Games/CoinToss/CoinToss.cs +++ b/Assets/Scripts/Games/CoinToss/CoinToss.cs @@ -144,7 +144,7 @@ namespace HeavenStudio.Games public void CatchSuccess(PlayerActionEvent caller, float state) { Jukebox.PlayOneShotGame("coinToss/catch"); - if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/applause"); + if(this.audienceReacting) Jukebox.PlayOneShot("applause"); handAnimator.Play("Catch_success", 0, 0); isThrowing = false; @@ -152,8 +152,8 @@ namespace HeavenStudio.Games public void CatchMiss(PlayerActionEvent caller) { - Jukebox.PlayOneShotGame("coinToss/miss"); - if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/disappointed"); + Jukebox.PlayOneShot("miss"); + if(this.audienceReacting) Jukebox.PlayOneShot("audience/disappointed"); handAnimator.Play("Pickup", 0, 0); isThrowing = false; diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index 1917a7cf..17b4548c 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -35,9 +35,11 @@ namespace HeavenStudio.Games.Loaders new GameAction("bop", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); }, 1f, true), //new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), - new GameAction("attention", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2.25f, false), - new GameAction("march", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, 2.0f, false), - new GameAction("halt", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, 2f, false), + new GameAction("attention", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2.25f, false, + inactiveFunction: delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}), + new GameAction("march", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, 2.0f, false, + inactiveFunction: delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);}), + new GameAction("halt", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, 2f, false), //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"), @@ -125,7 +127,7 @@ namespace HeavenStudio.Games 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() { @@ -138,7 +140,7 @@ namespace HeavenStudio.Games 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() { @@ -155,12 +157,29 @@ namespace HeavenStudio.Games MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("marchingOrders/halt1", beat), new MultiSound.Sound("marchingOrders/halt2", beat + 1f), - }); + }, forcePlay:true); BeatAction.New(Player, new List() { new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), }); + } + + 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); + } + + public static void MarchSound(float beat) + { + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("marchingOrders/march1", beat), + new MultiSound.Sound("marchingOrders/march2", beat + 1f), + }, forcePlay:true); } } } From f640f55e8a675ac68694a08762899bcbfa4e3c73 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Sun, 4 Sep 2022 12:23:47 +0800 Subject: [PATCH 17/22] test commit test to see if it would affect the new base --- Assets/Resources/test.txt | 0 1 file changed, 0 insertions(+), 0 deletions(-) create mode 100644 Assets/Resources/test.txt diff --git a/Assets/Resources/test.txt b/Assets/Resources/test.txt new file mode 100644 index 00000000..e69de29b From 3467103d95cec59d8f18bf8eef1980d26415a8d8 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Sun, 4 Sep 2022 12:24:40 +0800 Subject: [PATCH 18/22] Revert "test commit" This reverts commit f640f55e8a675ac68694a08762899bcbfa4e3c73. --- Assets/Resources/test.txt | 0 1 file changed, 0 insertions(+), 0 deletions(-) delete mode 100644 Assets/Resources/test.txt diff --git a/Assets/Resources/test.txt b/Assets/Resources/test.txt deleted file mode 100644 index e69de29b..00000000 From 4a6c42c7a9f5dab33f089cac556c9124cc604c9b Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Wed, 24 Aug 2022 10:22:20 +0800 Subject: [PATCH 19/22] Marching Orders - Base rn it's coded with notepad++ it will be edited with visual studio code dw --- Assets/Resources/Games/marchingOrders.prefab | 4 - .../Games/MarchingOrders/reference.png.meta | 96 +++++++++++++++++++ 2 files changed, 96 insertions(+), 4 deletions(-) create mode 100644 Assets/Resources/Sprites/Games/MarchingOrders/reference.png.meta diff --git a/Assets/Resources/Games/marchingOrders.prefab b/Assets/Resources/Games/marchingOrders.prefab index 3b6331cc..c2da4caa 100644 --- a/Assets/Resources/Games/marchingOrders.prefab +++ b/Assets/Resources/Games/marchingOrders.prefab @@ -733,11 +733,7 @@ SpriteRenderer: m_LightmapParameters: {fileID: 0} m_SortingLayerID: 0 m_SortingLayer: 0 - m_SortingOrder: -3 m_Sprite: {fileID: 2782121640304946352, guid: 846441fe5edbde04f9bafc98728df9b3, type: 3} - m_Color: {r: 1, g: 1, b: 1, a: 1} - m_FlipX: 0 - m_FlipY: 0 m_DrawMode: 0 m_Size: {x: 1, y: 1} m_AdaptiveModeThreshold: 0.5 diff --git a/Assets/Resources/Sprites/Games/MarchingOrders/reference.png.meta b/Assets/Resources/Sprites/Games/MarchingOrders/reference.png.meta new file mode 100644 index 00000000..80216e30 --- /dev/null +++ b/Assets/Resources/Sprites/Games/MarchingOrders/reference.png.meta @@ -0,0 +1,96 @@ +fileFormatVersion: 2 +guid: f36f8d93f6672ff40907967e39246384 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: From 1be87fffb84775f154d919c0e5a08c2660a1af82 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Wed, 24 Aug 2022 11:14:51 +0800 Subject: [PATCH 20/22] DS Touchscreen Colors assigned to Fireworks and more more include launch party, rhythm soumen, space dance, and tram & pauline From 22dd560aa426e874b08d3d637075b09cc26f5c5a Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Wed, 24 Aug 2022 20:47:41 +0800 Subject: [PATCH 21/22] Fixing Mytiaoga's mistakes (save Tap Trial for later) i've noticed the games created by the owner doesn't use type2, thus the said games are glitching out in terms of right click options i don't know multiple toggles it just breaks the editor?? From a761bd7795104197986f8369c74c8293d7087e32 Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Sun, 4 Sep 2022 13:55:12 +0800 Subject: [PATCH 22/22] Fix compilation errors i have to do that too aaaaaaaaaaaaa --- .../Animations/Cadets/MarchL.anim | 16 +------ .../Games/MarchingOrders/MarchingOrders.cs | 39 ++++++++++++---- .../LiberationSans SDF - Fallback.asset | 44 ++++--------------- 3 files changed, 40 insertions(+), 59 deletions(-) diff --git a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchL.anim b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchL.anim index a4286c4f..a386c662 100644 --- a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchL.anim +++ b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/MarchL.anim @@ -3261,18 +3261,4 @@ AnimationClip: script: {fileID: 0} m_HasGenericRootTransform: 0 m_HasMotionFloatCurves: 0 - m_Events: - - time: 0 - functionName: - data: - objectReferenceParameter: {fileID: 0} - floatParameter: 0 - intParameter: 0 - messageOptions: 0 - - time: 0 - functionName: - data: - objectReferenceParameter: {fileID: 0} - floatParameter: 0 - intParameter: 0 - messageOptions: 0 + m_Events: [] diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index 17b4548c..f3d96778 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -32,15 +32,36 @@ namespace HeavenStudio.Games.Loaders //the cues do nothing at the moment, so i temporarily disabled them - new GameAction("bop", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); }, 1f, true), - //new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), + new GameAction("bop", "Bop") + { + function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); }, + defaultLength = 1f, + resizable = true + }, + + //new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), - new GameAction("attention", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2.25f, false, - inactiveFunction: delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}), - new GameAction("march", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, 2.0f, false, - inactiveFunction: delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);}), - new GameAction("halt", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, 2f, false), - //new GameAction("face turn", delegate {}, 4f, false, parameters: new List() + 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);} + }, + + new GameAction("march", "March!") + { + function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, + defaultLength = 2f, + inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);} + }, + + new GameAction("halt", "Halt!") + { + function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, + defaultLength = 2f + }, + + //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"), @@ -105,7 +126,7 @@ namespace HeavenStudio.Games if (PlayerInput.Pressed() && !IsExpectingInputNow()) { - Jukebox.PlayOneShotGame("miss"); + Jukebox.PlayOneShot("miss"); Sarge.Play("Anger", -1, 0); } } diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset index ae25e8ce..6f8e6c0d 100644 --- a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset +++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset @@ -190,44 +190,18 @@ MonoBehaviour: m_StrikethroughOffset: 18 m_StrikethroughThickness: 6.298828 m_TabWidth: 24 - m_GlyphTable: - - m_Index: 271 - m_Metrics: - m_Width: 42 - m_Height: 59 - m_HorizontalBearingX: 3 - m_HorizontalBearingY: 58 - m_HorizontalAdvance: 48 - m_GlyphRect: - m_X: 10 - m_Y: 10 - m_Width: 42 - m_Height: 59 - m_Scale: 1 - m_AtlasIndex: 0 - m_CharacterTable: - - m_ElementType: 1 - m_Unicode: 333 - m_GlyphIndex: 271 - m_Scale: 1 + m_GlyphTable: [] + m_CharacterTable: [] m_AtlasTextures: - {fileID: 28268798066460806} m_AtlasTextureIndex: 0 m_IsMultiAtlasTexturesEnabled: 0 m_ClearDynamicDataOnBuild: 1 - m_UsedGlyphRects: - - m_X: 0 - m_Y: 0 - m_Width: 61 - m_Height: 78 + m_UsedGlyphRects: [] m_FreeGlyphRects: - m_X: 0 - m_Y: 78 - m_Width: 511 - m_Height: 433 - - m_X: 61 m_Y: 0 - m_Width: 450 + m_Width: 511 m_Height: 511 m_fontInfo: Name: Liberation Sans @@ -342,9 +316,9 @@ Texture2D: m_DownscaleFallback: 0 m_IsAlphaChannelOptional: 0 serializedVersion: 2 - m_Width: 512 - m_Height: 512 - m_CompleteImageSize: 262144 + m_Width: 0 + m_Height: 0 + m_CompleteImageSize: 0 m_MipsStripped: 0 m_TextureFormat: 1 m_MipCount: 1 @@ -368,8 +342,8 @@ Texture2D: m_LightmapFormat: 0 m_ColorSpace: 0 m_PlatformBlob: - image data: 262144 - _typelessdata: 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