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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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@ -13,28 +13,32 @@ 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("pajamaParty", "Pajama Party", "965076", false, false, new List<GameAction>()
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{
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// both same timing
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new GameAction("jump (side to middle)", delegate {PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat);}, 4f, false,
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inactiveFunction: delegate {PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat);}
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),
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new GameAction("jump (back to front)", delegate {PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat);}, 4f, false,
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inactiveFunction: delegate {PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat);}
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{
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// both same timing
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new GameAction("jump (side to middle)", delegate {PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat);}, 4f, false,
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inactiveFunction: delegate {PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat);}
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),
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//idem
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new GameAction("slumber", delegate {var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e.toggle);}, 8f, false, parameters: new List<Param>()
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{
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new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
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},
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inactiveFunction: delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e.toggle);}
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),
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new GameAction("throw", delegate {PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat);}, 8f, false,
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inactiveFunction: delegate {PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat);}
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),
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//cosmetic
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// new GameAction("open / close background", delegate { }, 2f, true),
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// do shit with mako's face? (talking?)
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});
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new GameAction("jump (back to front)", delegate {PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat);}, 4f, false,
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inactiveFunction: delegate {PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat);}
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),
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//idem
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new GameAction("slumber", delegate {var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e.toggle);}, 8f, false, parameters: new List<Param>()
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{
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new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
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},
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inactiveFunction: delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e.toggle);}
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),
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new GameAction("throw", delegate {PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat);}, 8f, false,
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inactiveFunction: delegate {PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat);}
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),
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//cosmetic
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// new GameAction("open / close background", delegate { }, 2f, true),
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// do shit with mako's face? (talking?)
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},
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new List<string>() {"ctr", "normal"},
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"ctrpillow", "jp",
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new List<string>() {"en", "jp", "ko"}
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);
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}
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}
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}
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@ -233,8 +237,10 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("pajamaParty/throw1", beat),
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new MultiSound.Sound("pajamaParty/throw2", beat + 0.5f),
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new MultiSound.Sound("pajamaParty/throw3", beat + 1f),
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//TODO: change when locales are a thing
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//new MultiSound.Sound("pajamaParty/en/throw4a", beat + 1.5f), //will only play if this clip exists (aka just en)
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new MultiSound.Sound("pajamaParty/throw4a", beat + 1.5f),
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new MultiSound.Sound("pajamaParty/charge", beat + 2f),
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}, forcePlay: force);
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}
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