HeavenStudio/Assets/Scripts/Games/Tram&Pauline/TramAndPauline.cs

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using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
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{
using static Minigames;
public static class AgbTramLoader
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{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("tram&Pauline", "Tram&Pauline \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
{
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<Param>()
{
new Param("type", TramAndPauline.SoundEffects.Henge, "calls", "the sound effects to choose from"),
}),
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});
}
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}
}
namespace HeavenStudio.Games
{
using Scripts_TramAndPauline;
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public class TramAndPauline : Minigame
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{
public enum CurtainState
{
Raised,
Lower
}
public enum SoundEffects
{
Henge, //Shapeshift
Henshin, //Transform
Jump,
Seino //One Two Three Go
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}
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)
};
}
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}
}