Merge pull request #163 from KrispyDotlessI/master

Marching Orders and other fixes (after a hassle on cherry-picking)
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minenice55 2022-09-04 18:56:20 -04:00 committed by GitHub
commit cf78b28540
100 changed files with 17291 additions and 51 deletions

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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

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@ -52,7 +52,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"), 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?")
} }
} }
}); });

View file

@ -167,7 +167,7 @@ namespace HeavenStudio.Games
public void CatchSuccess(PlayerActionEvent caller, float state) public void CatchSuccess(PlayerActionEvent caller, float state)
{ {
Jukebox.PlayOneShotGame("coinToss/catch"); Jukebox.PlayOneShotGame("coinToss/catch");
if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/applause"); if(this.audienceReacting) Jukebox.PlayOneShot("applause");
handAnimator.Play("Catch_success", 0, 0); handAnimator.Play("Catch_success", 0, 0);
isThrowing = false; isThrowing = false;
@ -175,8 +175,8 @@ namespace HeavenStudio.Games
public void CatchMiss(PlayerActionEvent caller) public void CatchMiss(PlayerActionEvent caller)
{ {
Jukebox.PlayOneShotGame("coinToss/miss"); Jukebox.PlayOneShot("miss");
if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/disappointed"); if(this.audienceReacting) Jukebox.PlayOneShot("audience/disappointed");
handAnimator.Play("Pickup", 0, 0); handAnimator.Play("Pickup", 0, 0);
isThrowing = false; isThrowing = false;

View file

@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
public static class AgbFireworkLoader public static class AgbFireworkLoader
{ {
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("fireworks", "Fireworks \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>() return new Minigame("fireworks", "Fireworks \n<color=#eb5454>[WIP]</color>", "0058CE", false, false, new List<GameAction>()
{ {
}); });
} }

View file

@ -51,7 +51,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", FirstContact.alienLookAt.lookAtTranslator, "alien look at what", "[Alien] will look at what"), 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", "Live Bar Beat") new GameAction("live bar beat", "Live Bar Beat")

View file

@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
public static class RvlRocketLoader public static class RvlRocketLoader
{ {
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("launch party", "Launch Party \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>() return new Minigame("launch party", "Launch Party \n<color=#eb5454>[WIP]</color>", "184CAA", false, false, new List<GameAction>()
{ {
}); });
} }

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@ -0,0 +1,207 @@
//notes:
// BEFORE NEW PROPS
//1. minenice will also use this to test out randomly named parameters so coding has to rest until the new props update
//2. see fan club for separate prefabs (cadets) [DONE]
//3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
// 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;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbMarcherLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
{
//from krispy:
//i'm not that good at coding but i'll try my best to make a minigame
//please don't take over... i'll get back into it once i know coding
//thank you and have a nice day!
//the cues do nothing at the moment, so i temporarily disabled them
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); },
defaultLength = 1f,
resizable = true
},
//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, 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);}
},
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<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"),
//}),
});
}
}
}
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;
public Animator Cadet2;
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
{
Right,
Left,
}
public enum FaceTurnLength
{
Normal,
Fast,
}
// Start is called before the first frame update
void Awake()
{
instance = this;
}
// 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.PlayOneShot("miss");
Sarge.Play("Anger", -1, 0);
}
}
public void Bop(float beat, float length)
{
bop.length = length;
bop.startBeat = beat;
}
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),
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}),
});
}
public void SargeMarch(float beat)
{
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.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),
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
{
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);
}
}
}

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@ -0,0 +1,11 @@
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userData:
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View file

@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
public static class PcoSomenLoader public static class PcoSomenLoader
{ {
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("rhythmSomen", "Rhythm Sōmen", "000000", false, false, new List<GameAction>() return new Minigame("rhythmSomen", "Rhythm Sōmen", "99CC34", false, false, new List<GameAction>()
{ {
new GameAction("crane (far)", "Far Crane") new GameAction("crane (far)", "Far Crane")
{ {

View file

@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
public static class AgbSpaceDanceLoader public static class AgbSpaceDanceLoader
{ {
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("spaceDance", "Space Dance \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>() return new Minigame("spaceDance", "Space Dance \n<color=#eb5454>[WIP don't use]</color>", "FFFF34", false, false, new List<GameAction>()
{ {
new GameAction("turn right", "Turn Right") new GameAction("turn right", "Turn Right")
{ {

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@ -10,7 +10,7 @@ namespace HeavenStudio.Games.Loaders
{ {
public static Minigame AddGame(EventCaller eventCaller) public static Minigame AddGame(EventCaller eventCaller)
{ {
return new Minigame("tram&Pauline", "Tram & Pauline \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>() return new Minigame("tram&Pauline", "Tram & Pauline \n<color=#eb5454>[WIP]</color>", "E7A59C", false, false, new List<GameAction>()
{ {
new GameAction("curtains", "Curtains") new GameAction("curtains", "Curtains")
{ {

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