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
This commit is contained in:
KrispyDotlessI 2022-10-23 00:40:59 +08:00
parent 8e8e8da8c1
commit 22d58784c8
12 changed files with 39 additions and 17 deletions

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@ -144,7 +144,7 @@ namespace HeavenStudio.Games
marchOtherCount += 1; marchOtherCount += 1;
var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL"); var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1"); Jukebox.PlayOneShotGame("marchingOrders/stepOther");
Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f); Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f); Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f); Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
@ -160,7 +160,7 @@ namespace HeavenStudio.Games
marchPlayerCount += 1; marchPlayerCount += 1;
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL"); var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1"); Jukebox.PlayOneShotGame("marchingOrders/stepOther");
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f); CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
} }
} }
@ -216,7 +216,7 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/halt1", beat), new MultiSound.Sound("marchingOrders/halt1", beat),
new MultiSound.Sound("marchingOrders/halt2", beat + 1f), new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
new MultiSound.Sound("marchingOrders/step1", beat + 1f), new MultiSound.Sound("marchingOrders/stepOther", beat + 1f),
}, forcePlay:true); }, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
@ -249,7 +249,7 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat), new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f), new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f), new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/leftFaceTurn4", beat + turnLength + 2f), new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
}, forcePlay:true); }, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
@ -260,12 +260,12 @@ namespace HeavenStudio.Games
}); });
break; break;
default: default:
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightThrough); ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightThrough);
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat), new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f), new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f), new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f), new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
}, forcePlay:true); }, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
@ -285,7 +285,7 @@ namespace HeavenStudio.Games
} }
public static void AttentionSound(float beat) public static void AttentionSound(float beat)
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
@ -310,12 +310,12 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/halt2", beat + 1f), new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
}, forcePlay:true); }, forcePlay:true);
} }
public void LeftSuccess(PlayerActionEvent caller, float state) public void LeftSuccess(PlayerActionEvent caller, float state)
{ {
//Jukebox.PlayOneShotGame("spaceDance/inputGood"); Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f); CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
} }
@ -330,9 +330,9 @@ namespace HeavenStudio.Games
} }
public void RightSuccess(PlayerActionEvent caller, float state) public void RightSuccess(PlayerActionEvent caller, float state)
{ {
//Jukebox.PlayOneShotGame("spaceDance/inputGood"); Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f); CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
} }