mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
3a4279ce5e
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
516 lines
25 KiB
C#
516 lines
25 KiB
C#
using HeavenStudio.Util;
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using HeavenStudio.Common;
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using System.Collections.Generic;
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using UnityEngine;
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using Jukebox;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class RvlRocketLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("launchParty", "Launch Party", "000000", false, false, new List<GameAction>()
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{
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new GameAction("rocket", "Family Model")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; LaunchParty.LaunchRocket(e.beat, e["offset"], e["note1"], e["note2"], e["note3"], e["note4"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("offset", new EntityTypes.Float(-1, 2, -1), "Spawn Offset", "Set when the rocket should rise up."),
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new Param("note1", new EntityTypes.Integer(-24, 24, 2), "1st Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note2", new EntityTypes.Integer(-24, 24, 4), "2nd Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note3", new EntityTypes.Integer(-24, 24, 5), "3rd Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note4", new EntityTypes.Integer(-24, 24, 7), "4th Note", "Set the number of semitones up or down this note should be pitched.")
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}
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},
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new GameAction("partyCracker", "Party-Popper")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; LaunchParty.LaunchPartyCracker(e.beat, e["offset"], e["note1"], e["note2"], e["note3"], e["note4"], e["note5"], e["note6"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "Set when the rocket should rise up."),
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new Param("note1", new EntityTypes.Integer(-24, 24, 4), "1st Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note2", new EntityTypes.Integer(-24, 24, 5), "2nd Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note3", new EntityTypes.Integer(-24, 24, 7), "3rd Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note4", new EntityTypes.Integer(-24, 24, 9), "4th Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note5", new EntityTypes.Integer(-24, 24, 11), "5th Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th Note", "Set the number of semitones up or down this note should be pitched.")
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}
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},
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new GameAction("bell", "Bell")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; LaunchParty.LaunchBell(e.beat, e["offset"], e["note1"], e["note2"], e["note3"], e["note4"], e["note5"], e["note6"], e["note7"], e["note8"],
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e["note9"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "Set when the rocket should rise up."),
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new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note6", new EntityTypes.Integer(-24, 24, 9), "6th Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note7", new EntityTypes.Integer(-24, 24, 11), "7th Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note8", new EntityTypes.Integer(-24, 24, 12), "8th Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note9", new EntityTypes.Integer(-24, 24, 0), "9th Note (Launch)", "Set the number of semitones up or down this note should be pitched."),
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}
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},
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new GameAction("bowlingPin", "Bowling Pin")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; LaunchParty.LaunchBowlingPin(e.beat, e["offset"], e["note1"], e["note2"], e["note3"], e["note4"], e["note5"], e["note6"], e["note7"],
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e["note8"], e["note9"], e["note10"], e["note11"], e["note12"], e["note13"], e["note14"], e["note15"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "Set when the rocket should rise up."),
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new Param("note1", new EntityTypes.Integer(-24, 24, 5), "1st Note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note2", new EntityTypes.Integer(-24, 24, -1), "2nd Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note3", new EntityTypes.Integer(-24, 24, 0), "3rd Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note4", new EntityTypes.Integer(-24, 24, -1), "4th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note5", new EntityTypes.Integer(-24, 24, 0), "5th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note6", new EntityTypes.Integer(-24, 24, -1), "6th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note7", new EntityTypes.Integer(-24, 24, 0), "7th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note8", new EntityTypes.Integer(-24, 24, -1), "8th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note9", new EntityTypes.Integer(-24, 24, 0), "9th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note10", new EntityTypes.Integer(-24, 24, -1), "10th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note11", new EntityTypes.Integer(-24, 24, 0), "11th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note12", new EntityTypes.Integer(-24, 24, -1), "12th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note13", new EntityTypes.Integer(-24, 24, 0), "13th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note14", new EntityTypes.Integer(-24, 24, 7), "14th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
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new Param("note15", new EntityTypes.Integer(-24, 24, 7), "15th Note", "The number of semitones up or down this note should be pitched")
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}
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},
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new GameAction("posMove", "Change Launch Pad Position")
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{
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("xPos", new EntityTypes.Float(-40f, 40f, 0f), "X Position", "Set the position on the X axis that the Launch Pad should travel to."),
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new Param("yPos", new EntityTypes.Float(-30f, 30f, 0f), "Y Position", "Set the position on the Y axis that the Launch Pad should travel to."),
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new Param("zPos", new EntityTypes.Float(-90f, 90f, 0f), "Z Position", "Set the position on the Z axis that the Launch Pad should travel to."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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},
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new GameAction("rotMove", "Change Launch Pad Rotation")
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{
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("rot", new EntityTypes.Float(-360, 360, 0), "Angle", "Which angle of rotation should the Launch Pad rotate towards?"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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},
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new GameAction("toggleStars", "Falling Stars")
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{
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// function = delegate {var e = eventCaller.currentEntity; LaunchParty.instance.CreateParticles(e.beat, e["toggle"], e["valA"], e["valB"], e["valC"]);},
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hidden = true,
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Stars", "Toggle if stars should fall from the top of the screen.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "valA", "valB", "valC"})
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}),
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new Param("valA", new EntityTypes.Float(0.1f, 10f, 1f), "Star Density", "Set how many stars are spawned."),
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new Param("valB", new EntityTypes.Float(0.01f, 5f, 0.1f), "Front Star Fall Speed", "Set how fast the front stars fall to the bottom edge of the screen."),
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new Param("valC", new EntityTypes.Float(0.01f, 5f, 0.1f), "Back Star Fall Speed", "Set how fast the stars fall to the bottom edge of the screen.")
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}
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},
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new GameAction("scrollSpeed", "Scroll Speed")
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{
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// function = delegate {var e = eventCaller.currentEntity; LaunchParty.instance.UpdateScrollSpeed(e["speed"]); },
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hidden = true,
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("speed", new EntityTypes.Float(0, 100, 0.5f), "Scroll Speed", "Set how fast the background will scroll down."),
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}
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}
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},
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new List<string>() {"rvl", "normal"},
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"rvlrocket", "en",
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new List<string>() {}
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_LaunchParty;
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public class LaunchParty : Minigame
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{
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[Header("Rockets")]
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[SerializeField] GameObject rocket;
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[SerializeField] GameObject partyCracker;
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[SerializeField] GameObject bell;
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[SerializeField] GameObject bowlingPin;
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[Header("Components")]
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[SerializeField] Transform launchPad;
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[SerializeField] Transform launchPadRotatable;
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[SerializeField] Transform spawnPad;
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public Animator launchPadSpriteAnim;
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[SerializeField] private SpriteRenderer _bgWhiteOverlay;
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[Header("Variables")]
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private float currentRotBeat;
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private float currentPosBeat;
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private float currentRotLength;
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private float currentPosLength;
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private Vector3 lastPadPos = new Vector3(0, -2.4f, 0);
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private Vector3 currentPadPos = new Vector3(0, -2.4f, 0);
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private float lastPadRotation;
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private float currentPadRotation;
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private Util.EasingFunction.Ease lastPosEase;
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private Util.EasingFunction.Ease lastRotEase;
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public enum RocketType
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{
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Family = 0,
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Cracker = 1,
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Bell = 2,
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BowlingPin = 3
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}
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public struct QueuedRocket
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{
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public RocketType type;
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public double beat;
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public float offSet;
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public List<int> notes;
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}
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private static List<QueuedRocket> queuedRockets = new List<QueuedRocket>();
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private int currentPosIndex;
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private int currentRotIndex;
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private List<RiqEntity> allPosEvents = new();
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private List<RiqEntity> allRotEvents = new();
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private List<RiqEntity> _allOverlayEvents = new();
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public static LaunchParty instance;
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void OnDestroy()
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{
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if (queuedRockets.Count > 0) queuedRockets.Clear();
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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}
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void Awake()
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{
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instance = this;
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}
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public override void OnGameSwitch(double beat)
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{
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HandleLaunchPadMoveEvents(beat);
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}
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public override void OnPlay(double beat)
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{
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HandleLaunchPadMoveEvents(beat);
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}
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void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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if (queuedRockets.Count > 0)
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{
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foreach (var rocket in queuedRockets)
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{
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SpawnRocket(rocket.beat, rocket.offSet, rocket.type, rocket.notes);
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}
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queuedRockets.Clear();
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}
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}
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LaunchPadPositionAndRotationUpdate(cond);
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}
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private void UpdateOverlay(Conductor cond)
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{
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}
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#region Launch Pad Position and Rotation
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private void HandleLaunchPadMoveEvents(double beat)
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{
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var posEvents = EventCaller.GetAllInGameManagerList("launchParty", new string[] { "posMove" });
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allPosEvents = posEvents;
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var rotEvents = EventCaller.GetAllInGameManagerList("launchParty", new string[] { "rotMove" });
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allRotEvents = rotEvents;
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UpdateLaunchPadPos();
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UpdateLaunchPadRot();
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LaunchPadPositionAndRotationUpdate(Conductor.instance);
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}
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private void LaunchPadPositionAndRotationUpdate(Conductor cond)
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{
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if (allPosEvents.Count > 0)
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{
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if (currentPosIndex < allPosEvents.Count && currentPosIndex >= 0)
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{
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if (cond.songPositionInBeatsAsDouble >= allPosEvents[currentPosIndex].beat)
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{
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UpdateLaunchPadPos();
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currentPosIndex++;
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}
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}
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float normalizedBeat = cond.GetPositionFromBeat(currentPosBeat, currentPosLength);
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if (normalizedBeat >= 0)
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{
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if (normalizedBeat > 1)
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{
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launchPad.position = currentPadPos;
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}
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else
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{
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if (currentPosLength < 0)
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{
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launchPad.position = currentPadPos;
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}
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else
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{
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastPosEase);
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float newPosX = func(lastPadPos.x, currentPadPos.x, normalizedBeat);
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float newPosY = func(lastPadPos.y, currentPadPos.y, normalizedBeat);
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float newPosZ = func(lastPadPos.z, currentPadPos.z, normalizedBeat);
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launchPad.position = new Vector3(newPosX, newPosY, newPosZ);
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}
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}
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}
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}
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if (allRotEvents.Count > 0)
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{
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if (currentRotIndex < allRotEvents.Count && currentRotIndex >= 0)
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{
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if (cond.songPositionInBeatsAsDouble >= allRotEvents[currentRotIndex].beat)
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{
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UpdateLaunchPadRot();
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currentRotIndex++;
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}
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}
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float normalizedBeat = cond.GetPositionFromBeat(currentRotBeat, currentRotLength);
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if (normalizedBeat >= 0)
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{
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if (normalizedBeat > 1)
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{
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launchPadRotatable.rotation = Quaternion.Euler(0, 0, currentPadRotation);
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}
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else
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{
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if (currentRotLength < 0)
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{
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launchPadRotatable.rotation = Quaternion.Euler(0, 0, currentPadRotation);
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}
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else
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{
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastRotEase);
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float newRotZ = func(lastPadRotation, currentPadRotation, normalizedBeat);
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launchPadRotatable.rotation = Quaternion.Euler(0, 0, newRotZ);
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}
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}
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}
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}
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}
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private void UpdateLaunchPadPos()
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{
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if (currentPosIndex < allPosEvents.Count && currentPosIndex >= 0)
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{
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lastPadPos = launchPad.position;
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currentPosBeat = (float)allPosEvents[currentPosIndex].beat;
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currentPosLength = allPosEvents[currentPosIndex].length;
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currentPadPos = new Vector3(allPosEvents[currentPosIndex]["xPos"], allPosEvents[currentPosIndex]["yPos"], allPosEvents[currentPosIndex]["zPos"]);
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lastPosEase = (Util.EasingFunction.Ease)allPosEvents[currentPosIndex]["ease"];
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}
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}
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private void UpdateLaunchPadRot()
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{
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if (currentRotIndex < allRotEvents.Count && currentRotIndex >= 0)
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{
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lastPadRotation = launchPadRotatable.rotation.eulerAngles.z;
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currentRotBeat = (float)allRotEvents[currentRotIndex].beat;
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currentRotLength = allRotEvents[currentRotIndex].length;
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currentPadRotation = allRotEvents[currentRotIndex]["rot"];
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lastRotEase = (Util.EasingFunction.Ease)allRotEvents[currentRotIndex]["ease"];
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}
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}
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#endregion
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#region Rockets
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public void SpawnRocket(double beat, float beatOffset, RocketType type, List<int> notes)
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{
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GameObject rocketToSpawn = rocket;
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switch (type)
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{
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case RocketType.Family:
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rocketToSpawn = rocket;
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break;
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case RocketType.Cracker:
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rocketToSpawn = partyCracker;
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break;
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case RocketType.Bell:
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rocketToSpawn = bell;
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break;
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case RocketType.BowlingPin:
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rocketToSpawn = bowlingPin;
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break;
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}
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GameObject spawnedRocket = Instantiate(rocketToSpawn, spawnPad, false);
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var rocketScript = spawnedRocket.GetComponent<LaunchPartyRocket>();
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List<float> pitchedNotes = new List<float>();
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foreach (var note in notes)
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{
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pitchedNotes.Add(SoundByte.GetPitchFromSemiTones(note, true));
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}
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rocketScript.pitches.AddRange(pitchedNotes);
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switch (type)
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{
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case RocketType.Family:
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|
rocketScript.InitFamilyRocket(beat);
|
|
break;
|
|
case RocketType.Cracker:
|
|
rocketScript.InitPartyCracker(beat);
|
|
break;
|
|
case RocketType.Bell:
|
|
rocketScript.InitBell(beat);
|
|
break;
|
|
case RocketType.BowlingPin:
|
|
rocketScript.InitBowlingPin(beat);
|
|
break;
|
|
}
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + beatOffset, delegate { rocketScript.Rise(); })
|
|
});
|
|
}
|
|
|
|
public static void LaunchRocket(double beat, float beatOffset, int noteOne, int noteTwo, int noteThree, int noteFour)
|
|
{
|
|
List<int> pitches = new List<int>()
|
|
{
|
|
noteOne,
|
|
noteTwo,
|
|
noteThree,
|
|
noteFour
|
|
};
|
|
if (GameManager.instance.currentGame == "launchParty")
|
|
{
|
|
LaunchParty.instance.SpawnRocket(beat, beatOffset, RocketType.Family, pitches);
|
|
}
|
|
else
|
|
{
|
|
queuedRockets.Add(new QueuedRocket { beat = beat, offSet = beatOffset, notes = pitches, type = RocketType.Family});
|
|
}
|
|
}
|
|
|
|
public static void LaunchPartyCracker(double beat, float beatOffset, int noteOne, int noteTwo, int noteThree, int noteFour, int noteFive, int noteSix)
|
|
{
|
|
List<int> pitches = new List<int>()
|
|
{
|
|
noteOne,
|
|
noteTwo,
|
|
noteThree,
|
|
noteFour,
|
|
noteFive,
|
|
noteSix,
|
|
};
|
|
if (GameManager.instance.currentGame == "launchParty")
|
|
{
|
|
LaunchParty.instance.SpawnRocket(beat, beatOffset, RocketType.Cracker, pitches);
|
|
}
|
|
else
|
|
{
|
|
queuedRockets.Add(new QueuedRocket { beat = beat, offSet = beatOffset, notes = pitches, type = RocketType.Cracker });
|
|
}
|
|
}
|
|
|
|
public static void LaunchBell(double beat, float beatOffset, int noteOne, int noteTwo, int noteThree, int noteFour, int noteFive, int noteSix, int noteSeven, int noteEight, int noteNine)
|
|
{
|
|
List<int> pitches = new List<int>()
|
|
{
|
|
noteOne,
|
|
noteTwo,
|
|
noteThree,
|
|
noteFour,
|
|
noteFive,
|
|
noteSix,
|
|
noteSeven,
|
|
noteEight,
|
|
noteNine
|
|
};
|
|
if (GameManager.instance.currentGame == "launchParty")
|
|
{
|
|
LaunchParty.instance.SpawnRocket(beat, beatOffset, RocketType.Bell, pitches);
|
|
}
|
|
else
|
|
{
|
|
queuedRockets.Add(new QueuedRocket { beat = beat, offSet = beatOffset, notes = pitches, type = RocketType.Bell });
|
|
}
|
|
}
|
|
|
|
public static void LaunchBowlingPin(double beat, float beatOffset, int noteOne, int noteTwo, int noteThree, int noteFour, int noteFive, int noteSix, int noteSeven,
|
|
int noteEight, int noteNine, int noteTen, int noteEleven, int noteTwelve, int noteThirteen, int noteFourteen, int noteFifteen)
|
|
{
|
|
List<int> pitches = new List<int>()
|
|
{
|
|
noteOne,
|
|
noteTwo,
|
|
noteThree,
|
|
noteFour,
|
|
noteFive,
|
|
noteSix,
|
|
noteSeven,
|
|
noteEight,
|
|
noteNine,
|
|
noteTen,
|
|
noteEleven,
|
|
noteTwelve,
|
|
noteThirteen,
|
|
noteFourteen,
|
|
noteFifteen
|
|
};
|
|
if (GameManager.instance.currentGame == "launchParty")
|
|
{
|
|
LaunchParty.instance.SpawnRocket(beat, beatOffset, RocketType.BowlingPin, pitches);
|
|
}
|
|
else
|
|
{
|
|
queuedRockets.Add(new QueuedRocket { beat = beat, offSet = beatOffset, notes = pitches, type = RocketType.BowlingPin });
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|