Added "Set Mii" to Drumming Practice
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@ -342,9 +342,22 @@ MonoBehaviour:
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@ -10,6 +10,19 @@ namespace RhythmHeavenMania.Games.DrummingPractice
|
||||||
{
|
{
|
||||||
public class DrummingPractice : Minigame
|
public class DrummingPractice : Minigame
|
||||||
{
|
{
|
||||||
|
public enum MiiType
|
||||||
|
{
|
||||||
|
GuestA,
|
||||||
|
GuestB,
|
||||||
|
GuestC,
|
||||||
|
GuestD,
|
||||||
|
GuestE,
|
||||||
|
GuestF,
|
||||||
|
Matt,
|
||||||
|
Tsunku,
|
||||||
|
Marshal
|
||||||
|
}
|
||||||
|
|
||||||
[Header("References")]
|
[Header("References")]
|
||||||
public SpriteRenderer backgroundGradient;
|
public SpriteRenderer backgroundGradient;
|
||||||
public Drummer player;
|
public Drummer player;
|
||||||
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@ -30,19 +43,7 @@ namespace RhythmHeavenMania.Games.DrummingPractice
|
||||||
// TODO: Move this to OnGameSwitch() when functional?
|
// TODO: Move this to OnGameSwitch() when functional?
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
player.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
|
SetMiis(UnityEngine.Random.Range(0, player.miiFaces.Count));
|
||||||
do
|
|
||||||
{
|
|
||||||
leftDrummer.mii = UnityEngine.Random.Range(0, leftDrummer.miiFaces.Count);
|
|
||||||
}
|
|
||||||
while (leftDrummer.mii == player.mii);
|
|
||||||
do
|
|
||||||
{
|
|
||||||
rightDrummer.mii = UnityEngine.Random.Range(0, rightDrummer.miiFaces.Count);
|
|
||||||
}
|
|
||||||
while (rightDrummer.mii == leftDrummer.mii || rightDrummer.mii == player.mii);
|
|
||||||
|
|
||||||
SetFaces(0);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
|
@ -94,5 +95,31 @@ namespace RhythmHeavenMania.Games.DrummingPractice
|
||||||
rightDrummer.SetFace(type);
|
rightDrummer.SetFace(type);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetMiis(int playerFace, bool all = false)
|
||||||
|
{
|
||||||
|
player.mii = playerFace;
|
||||||
|
|
||||||
|
if (all)
|
||||||
|
{
|
||||||
|
leftDrummer.mii = playerFace;
|
||||||
|
rightDrummer.mii = playerFace;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
do
|
||||||
|
{
|
||||||
|
leftDrummer.mii = UnityEngine.Random.Range(0, leftDrummer.miiFaces.Count);
|
||||||
|
}
|
||||||
|
while (leftDrummer.mii == player.mii);
|
||||||
|
do
|
||||||
|
{
|
||||||
|
rightDrummer.mii = UnityEngine.Random.Range(0, rightDrummer.miiFaces.Count);
|
||||||
|
}
|
||||||
|
while (rightDrummer.mii == leftDrummer.mii || rightDrummer.mii == player.mii);
|
||||||
|
}
|
||||||
|
|
||||||
|
SetFaces(0);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -388,6 +388,11 @@ namespace RhythmHeavenMania
|
||||||
{
|
{
|
||||||
new GameAction("bop", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length); }, 0.5f, true),
|
new GameAction("bop", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length); }, 0.5f, true),
|
||||||
new GameAction("drum", delegate { DrummingPractice.instance.Prepare(eventCaller.currentEntity.beat); }, 2f),
|
new GameAction("drum", delegate { DrummingPractice.instance.Prepare(eventCaller.currentEntity.beat); }, 2f),
|
||||||
|
new GameAction("set mii", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e.type, e.toggle); }, 0.5f, parameters: new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("type", DrummingPractice.MiiType.GuestA, "Mii", "The Mii that the player will control"),
|
||||||
|
new Param("toggle", false, "Set All", "Whether all Miis should be set")
|
||||||
|
}),
|
||||||
|
|
||||||
}),
|
}),
|
||||||
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
||||||
|
|
Loading…
Reference in a new issue