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;
var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1");
Jukebox.PlayOneShotGame("marchingOrders/stepOther");
Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
@ -160,7 +160,7 @@ namespace HeavenStudio.Games
marchPlayerCount += 1;
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1");
Jukebox.PlayOneShotGame("marchingOrders/stepOther");
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
}
}
@ -216,7 +216,7 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/halt1", beat),
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
new MultiSound.Sound("marchingOrders/step1", beat + 1f),
new MultiSound.Sound("marchingOrders/stepOther", beat + 1f),
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
@ -249,7 +249,7 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
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);
BeatAction.New(Player, new List<BeatAction.Action>()
@ -265,7 +265,7 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
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);
BeatAction.New(Player, new List<BeatAction.Action>()
@ -315,7 +315,7 @@ namespace HeavenStudio.Games
public void LeftSuccess(PlayerActionEvent caller, float state)
{
//Jukebox.PlayOneShotGame("spaceDance/inputGood");
Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
}
@ -332,7 +332,7 @@ namespace HeavenStudio.Games
public void RightSuccess(PlayerActionEvent caller, float state)
{
//Jukebox.PlayOneShotGame("spaceDance/inputGood");
Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
}