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:
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@@ -46,7 +114,145 @@ AnimationClip:
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diff --git a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Sarge/Idle.anim b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Sarge/Idle.anim
index a5394fa3..567c005a 100644
--- a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Sarge/Idle.anim
+++ b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Sarge/Idle.anim
@@ -14,24 +14,71 @@ AnimationClip:
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m_AnimationClipSettings:
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@@ -46,7 +93,91 @@ AnimationClip:
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diff --git a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Sarge/Sarge.controller b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Sarge/Sarge.controller
index 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:
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+AnimatorState:
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+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
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+ m_Tag:
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+ 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:
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+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: Talk
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+ m_Tag:
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--- !u!1107 &5496941573075515448
AnimatorStateMachine:
serializedVersion: 6
@@ -34,6 +86,15 @@ AnimatorStateMachine:
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m_State: {fileID: 6881271345893438890}
m_Position: {x: 200, y: 0, z: 0}
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m_ChildStateMachines: []
m_AnyStateTransitions: []
m_EntryTransitions: []
@@ -70,3 +131,29 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
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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),
+ //});
+ }
}
}