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minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE] +// - see fan club for separate prefabs (cadets) [DONE] +// - temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS] // AFTER NEW PROPS -//4. see space soccer, mr upbeat, tunnel for keep-the-beat codes -//5. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases) -//6. will use a textbox without going through the visual options but i wonder how..?? (see first contact if ever textboxes are implemented in said minigame) +// - testmod marching orders using speed +// - see space soccer, mr upbeat, tunnel for keep-the-beat codes +// - figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases) +// - will use a textbox without going through the visual options but i wonder how..?? (see first contact if ever textboxes are implemented in said minigame) // AFTER FEATURE COMPLETION -//7. delete all notes once the minigame is considered feature-complete +// - delete all notes once the minigame is considered feature-complete using HeavenStudio.Util; using System; @@ -23,15 +24,6 @@ namespace HeavenStudio.Games.Loaders public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("marchingOrders", "Marching Orders \n[WIP]", "00A43B", false, false, new List() { - //from krispy: - //i'm not that good at coding but i'll try my best to make a minigame - //please don't take over... i'll get back into it once i know coding - //thank you and have a nice day! - - - - - //the cues do nothing at the moment, so i temporarily disabled them new GameAction("bop", "Bop") { function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); }, @@ -39,7 +31,12 @@ namespace HeavenStudio.Games.Loaders resizable = true }, - //new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), + new GameAction("marching", "Cadets March") + { + function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.CadetsMarch(e.beat, e.length); }, + defaultLength = 4f, + resizable = true + }, new GameAction("attention", "Attention...") { @@ -58,14 +55,20 @@ namespace HeavenStudio.Games.Loaders new GameAction("halt", "Halt!") { function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, - defaultLength = 2f + defaultLength = 2f, + inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.HaltSound(e.beat);} }, - //new GameAction("face turn", delegate {}, 4f, false, parameters: new List() - //{ - // new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"), - // new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"), - //}), + new GameAction("face turn", "Direction to Turn") + { + function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"]); }, + defaultLength = 4f, + parameters = new List() + { + new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"), + new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"), + } + }, }); } } @@ -83,11 +86,19 @@ namespace HeavenStudio.Games public Animator Cadet2; public Animator Cadet3; public Animator CadetPlayer; - public GameObject Player; + public Animator CadetHead1; + public Animator CadetHead2; + public Animator CadetHead3; + public Animator CadetHeadPlayer; + public GameObject Player; public GameEvent bop = new GameEvent(); public GameEvent noBop = new GameEvent(); + public GameEvent marching = new GameEvent(); + + private int marchCount; + private int turnLength; public static MarchingOrders instance; @@ -117,17 +128,31 @@ namespace HeavenStudio.Games if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length) { if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length)) - Cadet1.Play("Bop", -1, 0); - Cadet2.Play("Bop", -1, 0); - Cadet3.Play("Bop", -1, 0); - CadetPlayer.Play("Bop", -1, 0); + Cadet1.DoScaledAnimationAsync("Bop", 0.5f); + Cadet2.DoScaledAnimationAsync("Bop", 0.5f); + Cadet3.DoScaledAnimationAsync("Bop", 0.5f); + CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f); + } + } + + if (cond.ReportBeat(ref marching.lastReportedBeat, bop.startBeat % 1)) + { + if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length) + { + marchCount += 1; + var marchAnim = (marchCount % 2 != 0 ? "MarchR" : "MarchL"); + + Jukebox.PlayOneShotGame("marchingOrders/step1"); + Cadet1.DoScaledAnimationAsync(marchAnim, 0.5f); + Cadet2.DoScaledAnimationAsync(marchAnim, 0.5f); + Cadet3.DoScaledAnimationAsync(marchAnim, 0.5f); } } if (PlayerInput.Pressed() && !IsExpectingInputNow()) { Jukebox.PlayOneShot("miss"); - Sarge.Play("Anger", -1, 0); + Sarge.DoScaledAnimationAsync("Anger", 0.5f); } } @@ -137,9 +162,10 @@ namespace HeavenStudio.Games bop.startBeat = beat; } - public void CadetsMarch(float beat) + public void CadetsMarch(float beat, float length) { - + marching.length = length; + marching.startBeat = beat; } public void SargeAttention(float beat) @@ -152,12 +178,14 @@ namespace HeavenStudio.Games BeatAction.New(Player, new List() { - new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}), + new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), }); } public void SargeMarch(float beat) { + marchCount = 0; + MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("marchingOrders/march1", beat), new MultiSound.Sound("marchingOrders/march2", beat + 1f), @@ -165,11 +193,11 @@ namespace HeavenStudio.Games BeatAction.New(Player, new List() { - new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), - new BeatAction.Action(beat + 1f, delegate { Cadet1.Play("MarchL", -1, 0);}), - new BeatAction.Action(beat + 1f, delegate { Cadet2.Play("MarchL", -1, 0);}), - new BeatAction.Action(beat + 1f, delegate { Cadet3.Play("MarchL", -1, 0);}), - new BeatAction.Action(beat + 1f, delegate { CadetPlayer.Play("MarchL", -1, 0);}), + new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}), }); } @@ -178,14 +206,73 @@ 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), }, forcePlay:true); BeatAction.New(Player, new List() { - new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), + new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("Halt", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("Halt", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("Halt", 0.5f);}), }); } + public void SargeFaceTurn(float beat, int type, int type2) + { + switch (type2) + { + case (int) MarchingOrders.FaceTurnLength.Fast: + turnLength = 0; + break; + default: + turnLength = 1; + break; + } + + + switch (type) + { + case (int) MarchingOrders.DirectionFaceTurn.Left: + MultiSound.Play(new MultiSound.Sound[] { + 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), + }, forcePlay:true); + + BeatAction.New(Player, new List() + { + new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);}), + new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);}), + new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);}), + }); + break; + default: + MultiSound.Play(new MultiSound.Sound[] { + 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), + }, forcePlay:true); + + BeatAction.New(Player, new List() + { + new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);}), + new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);}), + new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);}), + }); + break; + } + + BeatAction.New(Player, new List() + { + new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), + new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), + }); + } + + public static void AttentionSound(float beat) { MultiSound.Play(new MultiSound.Sound[] { @@ -201,6 +288,14 @@ namespace HeavenStudio.Games new MultiSound.Sound("marchingOrders/march1", beat), new MultiSound.Sound("marchingOrders/march2", beat + 1f), }, forcePlay:true); + } + + public static void HaltSound(float beat) + { + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("marchingOrders/halt1", beat), + new MultiSound.Sound("marchingOrders/halt2", beat + 1f), + }, forcePlay:true); } } } diff --git a/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs b/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs index 48101ffce..1ce348b3d 100644 --- a/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs +++ b/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs @@ -34,7 +34,8 @@ namespace HeavenStudio.Games.Loaders new GameAction("keep-up", "") { defaultLength = 4f, - resizable = true + resizable = true, + hidden = true }, }); }