using HeavenStudio.Util; using System; using System.Collections.Generic; using UnityEngine; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class AgbTramLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("tram&Pauline", "Tram & Pauline \n[WIP]", "000000", 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() { new Param("type", TramAndPauline.SoundEffects.Henge, "calls", "the sound effects to choose from"), }), }); } } } namespace HeavenStudio.Games { using Scripts_TramAndPauline; public class TramAndPauline : Minigame { public enum CurtainState { Raised, Lower } public enum SoundEffects { Henge, //Shapeshift Henshin, //Transform Jump, Seino //One Two Three Go } public static TramAndPauline instance; [Header("Animators")] public Animator RaiseCurtains; public Animator LowerCurtains; private void Awake() { instance = this; } public void Curtains(float beat) { } public void SFX(float beat, bool playSound) { playSound = false; var sound = new[] { new MultiSound.Sound("tram&Pauline/trampoline_unused_henge", beat), new MultiSound.Sound("tram&Pauline/trampoline_unused_henshin", beat + 1f), new MultiSound.Sound("tram&Pauline/trampoline_unused_jump", beat + 2f), new MultiSound.Sound("tram&Pauline/trampoline_unused_senio", beat + 3f) }; } } }