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Merge pull request #163 from KrispyDotlessI/master
Marching Orders and other fixes (after a hassle on cherry-picking)
This commit is contained in:
commit
cf78b28540
100 changed files with 17291 additions and 51 deletions
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Assets/Resources/Games/marchingOrders.prefab
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@ -52,7 +52,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
parameters = new List<Param>()
|
||||
{
|
||||
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?")
|
||||
}
|
||||
}
|
||||
});
|
||||
|
|
|
@ -167,7 +167,7 @@ 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;
|
||||
|
@ -175,8 +175,8 @@ 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;
|
||||
|
|
|
@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static class AgbFireworkLoader
|
||||
{
|
||||
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>()
|
||||
{
|
||||
});
|
||||
}
|
||||
|
|
|
@ -51,7 +51,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
parameters = new List<Param>()
|
||||
{
|
||||
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")
|
||||
|
|
|
@ -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<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>()
|
||||
{
|
||||
});
|
||||
}
|
||||
|
|
8
Assets/Scripts/Games/MarchingOrders.meta
Normal file
8
Assets/Scripts/Games/MarchingOrders.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5b8fcd05351af3443835f660e7d2dd66
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
207
Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
Normal file
207
Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
Normal file
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs.meta
Normal file
11
Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 88781b295be0fe245b61208a9de66199
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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<GameAction>()
|
||||
return new Minigame("rhythmSomen", "Rhythm Sōmen", "99CC34", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("crane (far)", "Far Crane")
|
||||
{
|
||||
|
|
|
@ -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<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")
|
||||
{
|
||||
|
|
|
@ -10,7 +10,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
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")
|
||||
{
|
||||
|
|
File diff suppressed because one or more lines are too long
Loading…
Reference in a new issue