//notes: //1. see space soccer, mr upbeat, tunnel for keep-the-beat codes //2. see fan club for separate prefabs //3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) //4. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases) //5. delete all notes once the minigame is considered feature-complete using HeavenStudio.Util; using System; using System.Collections.Generic; using UnityEngine; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class AbgMarcherLoader { 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("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), //new GameAction("attention", delegate {}, 2f, false), //new GameAction("march", delegate {}, 2f, false), //new GameAction("halt", delegate {}, 2f, false), //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"), //}), }); } } } namespace HeavenStudio.Games { //using Scripts_MarchingOrders; public class MarchingOrders : Minigame { public enum DirectionFaceTurn { Right, Left, } public enum FaceTurnLength { Normal, Fast, } public static MarchingOrders instance; // Start is called before the first frame update void Awake() { instance = this; } // Update is called once per frame void Update() { } public void CadetsMarch(float beat) { } } }