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Allow games to load assets from AssetBundles (#102)
* Loading improvements: prepwork for loading from assetbundles * note for sfx * cleaner code * correct type * put loaded assetbundle in the minigame data instead also lays groundwork for future localization stuff * add samurai slice gold, coin toss assetbundles * very messy "already loaded" checks * make Dj School load from assetbundle
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@ -12,51 +12,55 @@ namespace HeavenStudio.Games.Loaders
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("fanClub", "Fan Club", "FDFD00", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { var e = eventCaller.currentEntity; FanClub.instance.Bop(e.beat, e.length, e.type); }, 0.5f, true, parameters: new List<Param>()
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{
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new Param("type", FanClub.IdolBopType.Both, "Bop target", "Who to make bop"),
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}),
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new GameAction("yeah, yeah, yeah", delegate { var e = eventCaller.currentEntity; FanClub.instance.CallHai(e.beat, e.toggle); }, 8, false, parameters: new List<Param>()
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new GameAction("bop", delegate { var e = eventCaller.currentEntity; FanClub.instance.Bop(e.beat, e.length, e.type); }, 0.5f, true, parameters: new List<Param>()
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{
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new Param("toggle", false, "Disable call", "Disable the idol's call")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; FanClub.WarnHai(e.beat, e.toggle);}
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),
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new Param("type", FanClub.IdolBopType.Both, "Bop target", "Who to make bop"),
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}),
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new GameAction("I suppose", delegate { var e = eventCaller.currentEntity; FanClub.instance.CallKamone(e.beat, e.toggle, 0, e.type); }, 6, false, parameters: new List<Param>()
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new GameAction("yeah, yeah, yeah", delegate { var e = eventCaller.currentEntity; FanClub.instance.CallHai(e.beat, e.toggle); }, 8, false, parameters: new List<Param>()
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{
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new Param("toggle", false, "Disable call", "Disable the idol's call")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; FanClub.WarnHai(e.beat, e.toggle);}
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),
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new GameAction("I suppose", delegate { var e = eventCaller.currentEntity; FanClub.instance.CallKamone(e.beat, e.toggle, 0, e.type); }, 6, false, parameters: new List<Param>()
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{
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new Param("type", FanClub.KamoneResponseType.Through, "Response type", "Type of response to use"),
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new Param("toggle", false, "Disable call", "Disable the idol's call")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; FanClub.WarnKamone(e.beat, e.toggle, 0, e.type);}
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),
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new GameAction("double clap", delegate { var e = eventCaller.currentEntity; FanClub.instance.CallBigReady(e.beat, e.toggle); }, 4, false, parameters: new List<Param>()
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{
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new Param("toggle", false, "Disable call", "Disable the call")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e.toggle); }
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),
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new GameAction("play idol animation", delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnim(e.beat, e.length, e.type); }, 1, true, parameters: new List<Param>()
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{
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new Param("type", FanClub.KamoneResponseType.Through, "Response type", "Type of response to use"),
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new Param("toggle", false, "Disable call", "Disable the idol's call")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; FanClub.WarnKamone(e.beat, e.toggle, 0, e.type);}
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),
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new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Animation to play")
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}),
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new GameAction("double clap", delegate { var e = eventCaller.currentEntity; FanClub.instance.CallBigReady(e.beat, e.toggle); }, 4, false, parameters: new List<Param>()
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new GameAction("play stage animation", delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnimStage(e.beat, e.type); }, 1, true, parameters: new List<Param>()
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{
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new Param("toggle", false, "Disable call", "Disable the call")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e.toggle); }
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),
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new Param("type", FanClub.StageAnimations.Flash, "Animation", "Animation to play")
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}),
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new GameAction("play idol animation", delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnim(e.beat, e.length, e.type); }, 1, true, parameters: new List<Param>()
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{
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new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Animation to play")
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}),
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new GameAction("play stage animation", delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnimStage(e.beat, e.type); }, 1, true, parameters: new List<Param>()
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{
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new Param("type", FanClub.StageAnimations.Flash, "Animation", "Animation to play")
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}),
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new GameAction("set performance type", delegate { var e = eventCaller.currentEntity; FanClub.SetPerformanceType(e.type);}, 0.5f, false, parameters: new List<Param>()
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{
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new Param("type", FanClub.IdolPerformanceType.Normal, "Performance Type", "Set of animations for the idol to use")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; FanClub.SetPerformanceType(e.type); }
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),
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});
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new GameAction("set performance type", delegate { var e = eventCaller.currentEntity; FanClub.SetPerformanceType(e.type);}, 0.5f, false, parameters: new List<Param>()
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{
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new Param("type", FanClub.IdolPerformanceType.Normal, "Performance Type", "Set of animations for the idol to use")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; FanClub.SetPerformanceType(e.type); }
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),
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},
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new List<string>() {"ntr", "normal"},
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"ntridol", "jp",
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new List<string>() {"jp"}
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);
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}
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}
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}
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