//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[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 { 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"),
//}),
});
}
}
}
namespace HeavenStudio.Games
{
//using Scripts_MarchingOrders;
public class MarchingOrders : Minigame
{
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()
{
}
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),
//});
}
}
}