//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 { MarchingOrders.instance.SargeAttention(eventCaller.currentEntity.beat); }, 2.25f, false), new GameAction("march", delegate { MarchingOrders.instance.SargeMarch(eventCaller.currentEntity.beat); }, 2.0f, 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 Animator Sarge; public Animator Cadet1; public Animator Cadet2; public Animator Cadet3; public Animator CadetPlayer; public GameObject Player; 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), }); BeatAction.New(Player, new List() { new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}), }); } public void SargeMarch(float beat) { Jukebox.PlayOneShot("games/marchingOrders/march1"); BeatAction.New(Player, new List() { new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), }); } } }