Marching Orders - Face Turn Inputs and More
i said it will be back in action in around november, it's less than 10 days close to november anyway, plus the inputs are easy peasy
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Assets/Resources/Sfx/games/marchingOrders/faceTurnOther.ogg
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Assets/Resources/Sfx/games/marchingOrders/faceTurnOther.ogg
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Assets/Resources/Sfx/games/marchingOrders/faceTurnPlayer.ogg
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Assets/Resources/Sfx/games/marchingOrders/faceTurnPlayer.ogg
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Assets/Resources/Sfx/games/marchingOrders/stepOther.ogg
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Assets/Resources/Sfx/games/marchingOrders/stepOther.ogg
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Assets/Resources/Sfx/games/marchingOrders/stepPlayer.ogg
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Assets/Resources/Sfx/games/marchingOrders/stepPlayer.ogg
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defaultSettings:
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platformSettingOverrides: {}
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preloadAudioData: 1
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@ -144,7 +144,7 @@ namespace HeavenStudio.Games
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marchOtherCount += 1;
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marchOtherCount += 1;
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var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
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var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
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Jukebox.PlayOneShotGame("marchingOrders/step1");
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Jukebox.PlayOneShotGame("marchingOrders/stepOther");
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Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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@ -160,7 +160,7 @@ namespace HeavenStudio.Games
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marchPlayerCount += 1;
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marchPlayerCount += 1;
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var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
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var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
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Jukebox.PlayOneShotGame("marchingOrders/step1");
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Jukebox.PlayOneShotGame("marchingOrders/stepOther");
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CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
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CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
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}
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}
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}
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}
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@ -216,7 +216,7 @@ namespace HeavenStudio.Games
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MultiSound.Play(new MultiSound.Sound[] {
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/halt1", beat),
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new MultiSound.Sound("marchingOrders/halt1", beat),
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new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
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new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
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new MultiSound.Sound("marchingOrders/step1", beat + 1f),
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new MultiSound.Sound("marchingOrders/stepOther", beat + 1f),
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}, forcePlay:true);
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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BeatAction.New(Player, new List<BeatAction.Action>()
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@ -249,7 +249,7 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
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new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
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new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn4", beat + turnLength + 2f),
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new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
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}, forcePlay:true);
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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BeatAction.New(Player, new List<BeatAction.Action>()
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@ -260,12 +260,12 @@ namespace HeavenStudio.Games
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});
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});
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break;
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break;
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default:
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default:
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ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightThrough);
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ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightThrough);
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MultiSound.Play(new MultiSound.Sound[] {
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
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new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
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new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f),
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new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
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}, forcePlay:true);
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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BeatAction.New(Player, new List<BeatAction.Action>()
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@ -285,7 +285,7 @@ namespace HeavenStudio.Games
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}
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}
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public static void AttentionSound(float beat)
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public static void AttentionSound(float beat)
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{
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{
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MultiSound.Play(new MultiSound.Sound[] {
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MultiSound.Play(new MultiSound.Sound[] {
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@ -310,12 +310,12 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
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new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
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}, forcePlay:true);
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}, forcePlay:true);
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}
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}
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public void LeftSuccess(PlayerActionEvent caller, float state)
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public void LeftSuccess(PlayerActionEvent caller, float state)
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{
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{
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//Jukebox.PlayOneShotGame("spaceDance/inputGood");
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Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
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CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
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CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
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}
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}
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@ -330,9 +330,9 @@ namespace HeavenStudio.Games
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}
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}
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public void RightSuccess(PlayerActionEvent caller, float state)
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public void RightSuccess(PlayerActionEvent caller, float state)
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{
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{
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//Jukebox.PlayOneShotGame("spaceDance/inputGood");
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Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
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CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
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CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
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}
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}
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