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diff --git a/Assets/Scripts/Games/SpaceDance/SpaceDance.cs b/Assets/Scripts/Games/SpaceDance/SpaceDance.cs
index 8183c9cfb..42212d6bd 100644
--- a/Assets/Scripts/Games/SpaceDance/SpaceDance.cs
+++ b/Assets/Scripts/Games/SpaceDance/SpaceDance.cs
@@ -11,7 +11,10 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("spaceDance", "Space Dance \n[WIP don't use]", "000000", false, false, new List()
{
-
+ new GameAction("turn right", delegate { SpaceDance.instance.DoTurnRight(eventCaller.currentEntity.beat); }, 2.0f, false),
+ new GameAction("sit down", delegate { SpaceDance.instance.DoSitDown(eventCaller.currentEntity.beat); }, 2.0f, false),
+ new GameAction("punch", delegate { SpaceDance.instance.DoPunch(eventCaller.currentEntity.beat); }, 2.0f, false),
+ new GameAction("bop", delegate { SpaceDance.instance.Bop(eventCaller.currentEntity.beat); }, 1.0f, false),
});
}
}
@@ -19,9 +22,16 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games
{
- // using Scripts_RhythmSomen;
+ // using Scripts_SpaceDance;
public class SpaceDance : Minigame
{
+ public Animator DancerP;
+ public Animator Dancer1;
+ public Animator Dancer2;
+ public Animator Dancer3;
+ public Animator Gramps;
+ public GameObject Player;
+
public static SpaceDance instance;
// Start is called before the first frame update
@@ -39,5 +49,147 @@ namespace HeavenStudio.Games
}
}
+
+ public void DoTurnRight(float beat)
+ {
+ ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, RightSuccess, RightMiss, RightEmpty);
+ MultiSound.Play(new MultiSound.Sound[] {
+ new MultiSound.Sound("spaceDance/turn1_sound", beat),
+ new MultiSound.Sound("spaceDance/turn1_dancers", beat),
+ new MultiSound.Sound("spaceDance/turn2_dancers", beat),
+ });
+
+ BeatAction.New(Player, new List()
+ {
+ new BeatAction.Action(beat, delegate { DancerP.Play("TurnRightStart", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Dancer1.Play("TurnRightStart", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Dancer2.Play("TurnRightStart", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Dancer3.Play("TurnRightStart", -1, 0);}),
+ new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("TurnRightDo", -1, 0);}),
+ new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("TurnRightDo", -1, 0);}),
+ new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("TurnRightDo", -1, 0);}),
+ });
+
+ }
+
+ public void DoSitDown(float beat)
+ {
+ ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, SitSuccess, SitMiss, SitEmpty);
+ MultiSound.Play(new MultiSound.Sound[] {
+ new MultiSound.Sound("spaceDance/sit1_sound", beat),
+ new MultiSound.Sound("spaceDance/sit1_dancers", beat),
+ new MultiSound.Sound("spaceDance/sit2_sound", beat + 0.5f),
+ new MultiSound.Sound("spaceDance/sit2_dancers", beat + 0.5f),
+ new MultiSound.Sound("spaceDance/sit3_dancers", beat + 1f),
+ });
+
+ BeatAction.New(Player, new List()
+ {
+ new BeatAction.Action(beat, delegate { DancerP.Play("SitDownStart", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Dancer1.Play("SitDownStart", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Dancer2.Play("SitDownStart", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Dancer3.Play("SitDownStart", -1, 0);}),
+ new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("SitDownDo", -1, 0);}),
+ new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("SitDownDo", -1, 0);}),
+ new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("SitDownDo", -1, 0);}),
+ });
+
+ }
+
+ public void DoPunch(float beat)
+ {
+ ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, PunchSuccess, PunchMiss, PunchEmpty);
+ MultiSound.Play(new MultiSound.Sound[] {
+ new MultiSound.Sound("spaceDance/punch1_sound", beat),
+ new MultiSound.Sound("spaceDance/punch1_dancers", beat),
+ new MultiSound.Sound("spaceDance/punch1_sound", beat + 0.5f),
+ new MultiSound.Sound("spaceDance/punch1_dancers", beat + 0.5f),
+ new MultiSound.Sound("spaceDance/punch1_sound", beat + 1f),
+ new MultiSound.Sound("spaceDance/punch1_dancers", beat + 1f),
+ new MultiSound.Sound("spaceDance/punch2_dancers", beat + 1.5f),
+ });
+
+ BeatAction.New(Player, new List()
+ {
+ new BeatAction.Action(beat, delegate { DancerP.Play("PunchStartInner", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Dancer1.Play("PunchStartInner", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Dancer2.Play("PunchStartInner", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Dancer3.Play("PunchStartInner", -1, 0);}),
+ new BeatAction.Action(beat + 0.5f, delegate { DancerP.Play("PunchStartOuter", -1, 0);}),
+ new BeatAction.Action(beat + 0.5f, delegate { Dancer1.Play("PunchStartOuter", -1, 0);}),
+ new BeatAction.Action(beat + 0.5f, delegate { Dancer2.Play("PunchStartOuter", -1, 0);}),
+ new BeatAction.Action(beat + 0.5f, delegate { Dancer3.Play("PunchStartOuter", -1, 0);}),
+ new BeatAction.Action(beat + 1f, delegate { DancerP.Play("PunchStartInner", -1, 0);}),
+ new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("PunchStartInner", -1, 0);}),
+ new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("PunchStartInner", -1, 0);}),
+ new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("PunchStartInner", -1, 0);}),
+ new BeatAction.Action(beat + 1.5f, delegate { Dancer1.Play("PunchDo", -1, 0);}),
+ new BeatAction.Action(beat + 1.5f, delegate { Dancer2.Play("PunchDo", -1, 0);}),
+ new BeatAction.Action(beat + 1.5f, delegate { Dancer3.Play("PunchDo", -1, 0);}),
+ });
+
+ }
+
+ public void Bop(float beat)
+ {
+ BeatAction.New(Player, new List()
+ {
+ new BeatAction.Action(beat, delegate { DancerP.Play("Bop", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Dancer1.Play("Bop", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Dancer2.Play("Bop", -1, 0);}),
+ new BeatAction.Action(beat, delegate { Dancer3.Play("Bop", -1, 0);}),
+ });
+
+ }
+
+ public void RightSuccess(PlayerActionEvent caller, float state)
+ {
+ Jukebox.PlayOneShotGame("spaceDance/right2_sound");
+ DancerP.Play("TurnRightDo", -1, 0);
+ }
+
+ public void RightMiss(PlayerActionEvent caller)
+ {
+
+ }
+
+ public void RightEmpty(PlayerActionEvent caller)
+ {
+
+ }
+
+ public void SitSuccess(PlayerActionEvent caller, float state)
+ {
+ Jukebox.PlayOneShotGame("spaceDance/sit3_sound");
+ DancerP.Play("SitDownDo", -1, 0);
+ }
+
+ public void SitMiss(PlayerActionEvent caller)
+ {
+
+ }
+
+ public void SitEmpty(PlayerActionEvent caller)
+ {
+
+ }
+
+ public void PunchSuccess(PlayerActionEvent caller, float state)
+ {
+ Jukebox.PlayOneShotGame("spaceDance/punch2_sound");
+ DancerP.Play("PunchDo", -1, 0);
+ }
+
+ public void PunchMiss(PlayerActionEvent caller)
+ {
+
+ }
+
+ public void PunchEmpty(PlayerActionEvent caller)
+ {
+
+ }
+
+
}
}
\ No newline at end of file