mar 13
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m_StateMachine: {fileID: -8455882993309892447}
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m_Mask: {fileID: 0}
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m_Motions: []
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m_Behaviours: []
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m_BlendingMode: 0
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m_DefaultWeight: 0
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m_IKPass: 0
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m_Controller: {fileID: 9100000}
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--- !u!1102 &2261218581253461345
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serializedVersion: 6
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Fish1_Wait
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m_Speed: 1
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m_CycleOffset: 0
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m_Transitions: []
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m_StateMachineBehaviours: []
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m_Position: {x: 50, y: 50, z: 0}
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m_IKOnFeet: 0
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m_WriteDefaultValues: 1
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m_Mirror: 0
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m_SpeedParameterActive: 0
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m_CycleOffsetParameterActive: 0
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m_TimeParameterActive: 0
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m_Motion: {fileID: 7400000, guid: 16a3f6e4813e16842ac67491a40d96f5, type: 2}
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m_TimeParameter:
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@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: cda85a411f404e74d821a9e5bdac2c72
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 9100000
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userData:
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assetBundleName:
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assetBundleVariant:
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Binary file not shown.
Before Width: | Height: | Size: 177 KiB After Width: | Height: | Size: 173 KiB |
|
@ -570,9 +570,9 @@ TextureImporter:
|
|||
name: manta_tail06
|
||||
rect:
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||||
serializedVersion: 2
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x: 416
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x: 417
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y: 113
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width: 430
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width: 429
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height: 94
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alignment: 0
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pivot: {x: 0.5, y: 0.5}
|
||||
|
|
|
@ -36,7 +36,35 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
return new Minigame("catchOfTheDay", "Catch of the Day", "ffffff", false, false, new List<GameAction>()
|
||||
{
|
||||
}
|
||||
new GameAction("fish1", "Quicknibble")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish01(e.beat); },
|
||||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
},
|
||||
},
|
||||
new GameAction("fish2", "Pausegill")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish02(e.beat, e["countIn"]); },
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("countIn", false, "Count-In", "Play the \"And Go!\" sound effect as a count in to the cue."),
|
||||
},
|
||||
},
|
||||
new GameAction("fish3", "Threefish")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish03(e.beat, e["countIn"]); },
|
||||
defaultLength = 5.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("countIn", false, "Count-In", "Play the \"One Two Three Go!\" sound effect as a count in to the cue."),
|
||||
},
|
||||
},
|
||||
},
|
||||
new List<string>() {"rvl", "normal"},
|
||||
"rvlfishing", "en"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -48,5 +76,48 @@ namespace HeavenStudio.Games
|
|||
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
|
||||
public class CatchOfTheDay : Minigame
|
||||
{
|
||||
public static void Dummy()
|
||||
{
|
||||
// TODO REMOVE ME BEFORE PUBLISH I AM JUST A PLACEHOLDER
|
||||
}
|
||||
|
||||
public static void Cue_Fish01(double beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]{
|
||||
new MultiSound.Sound("catchOfTheDay/quick1", beat),
|
||||
});
|
||||
|
||||
SoundByte.PlayOneShotGame("catchOfTheDay/quick1", beat, forcePlay: true);
|
||||
SoundByte.PlayOneShotGame("catchOfTheDay/quick2", beat + 1, forcePlay: true);
|
||||
}
|
||||
public static void Cue_Fish02(double beat, bool countIn)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("catchOfTheDay/pausegill1", beat, forcePlay: true);
|
||||
SoundByte.PlayOneShotGame("catchOfTheDay/pausegill2", beat + 0.5, forcePlay: true);
|
||||
SoundByte.PlayOneShotGame("catchOfTheDay/pausegill3", beat + 1, forcePlay: true);
|
||||
if (countIn)
|
||||
{
|
||||
SoundByte.PlayOneShot("count-ins/and", beat + 2);
|
||||
SoundByte.PlayOneShot("count-ins/go1", beat + 3);
|
||||
}
|
||||
}
|
||||
public static void Cue_Fish03(double beat, bool countIn)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]{
|
||||
new MultiSound.Sound("catchOfTheDay/threefish1", beat),
|
||||
new MultiSound.Sound("catchOfTheDay/threefish2", beat + 0.25),
|
||||
new MultiSound.Sound("catchOfTheDay/threefish3", beat + 0.5),
|
||||
new MultiSound.Sound("catchOfTheDay/threefish4", beat + 1)
|
||||
}, forcePlay: true);
|
||||
if (countIn)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]{
|
||||
new MultiSound.Sound("count-ins/one1", beat + 2),
|
||||
new MultiSound.Sound("count-ins/two1", beat + 3),
|
||||
new MultiSound.Sound("count-ins/three1", beat + 4),
|
||||
new MultiSound.Sound("count-ins/go1", beat + 4.5),
|
||||
}, forcePlay: true, game: false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue