mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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7dc7671ce3
cause i wanna make it accurate™
141 lines
5.8 KiB
C#
141 lines
5.8 KiB
C#
//notes:
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// BEFORE NEW PROPS
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//1. minenice will also use this to test out randomly named parameters so coding has to rest until the new props update
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//2. see fan club for separate prefabs (cadets) [DONE]
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//3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
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// AFTER NEW PROPS
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//4. see space soccer, mr upbeat, tunnel for keep-the-beat codes
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//5. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
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//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)
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// AFTER FEATURE COMPLETION
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//7. delete all notes once the minigame is considered feature-complete
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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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 AgbMarcherLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
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{
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//from krispy:
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//i'm not that good at coding but i'll try my best to make a minigame
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//please don't take over... i'll get back into it once i know coding
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//thank you and have a nice day!
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//the cues do nothing at the moment, so i temporarily disabled them
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new GameAction("bop", delegate { MarchingOrders.instance.Bop(eventCaller.currentEntity.beat); }, 1f, false),
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//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true),
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new GameAction("attention", delegate { MarchingOrders.instance.SargeAttention(eventCaller.currentEntity.beat); }, 2.25f, false),
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new GameAction("march", delegate { MarchingOrders.instance.SargeMarch(eventCaller.currentEntity.beat); }, 2.0f, false),
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new GameAction("halt", delegate {}, 2f, false),
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//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>()
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//{
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// new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
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// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
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//}),
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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_MarchingOrders;
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public class MarchingOrders : Minigame
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{
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[Header("References")]
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public Animator Sarge;
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public Animator Cadet1;
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public Animator Cadet2;
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public Animator Cadet3;
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public Animator CadetPlayer;
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public GameObject Player;
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public static MarchingOrders instance;
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public enum DirectionFaceTurn
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{
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Right,
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Left,
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}
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public enum FaceTurnLength
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{
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Normal,
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Fast,
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}
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void Bop(float beat)
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{
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Cadet1.Play("Bop", -1, 0);}),
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new BeatAction.Action(beat, delegate { Cadet2.Play("Bop", -1, 0);}),
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new BeatAction.Action(beat, delegate { Cadet3.Play("Bop", -1, 0);}),
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new BeatAction.Action(beat, delegate { CadetPlayer.Play("Bop", -1, 0);}),
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});
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}
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public void CadetsMarch(float beat)
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{
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}
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public void SargeAttention(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/attention1", beat),
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new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f),
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new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
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});
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}),
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new BeatAction.Action(beat + 0.25f, delegate { Cadet1.Play("Idle", -1, 0);}),
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new BeatAction.Action(beat + 0.25f, delegate { Cadet2.Play("Idle", -1, 0);}),
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new BeatAction.Action(beat + 0.25f, delegate { Cadet3.Play("Idle", -1, 0);}),
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new BeatAction.Action(beat + 0.25f, delegate { CadetPlayer.Play("Idle", -1, 0);}),
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});
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}
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public void SargeMarch(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/march1", beat),
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new MultiSound.Sound("marchingOrders/march2", beat + 1f),
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});
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}),
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new BeatAction.Action(beat, delegate { Cadet1.Play("Idle", -1, 0);}),
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new BeatAction.Action(beat, delegate { Cadet2.Play("Idle", -1, 0);}),
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new BeatAction.Action(beat, delegate { Cadet3.Play("Idle", -1, 0);}),
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new BeatAction.Action(beat, delegate { CadetPlayer.Play("Idle", -1, 0);}),
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});
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}
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}
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}
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