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Sarge placement, yet to animate
time to waste time on creating a minigame rather than actually modding megamix to make a custom remix 👌
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@ -1,3 +1,10 @@
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//notes:
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//1. see space soccer, mr upbeat, tunnel for keep-the-beat codes
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//2. see fan club for separate prefabs
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//3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely)
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//4. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
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//5. delete all notes once the minigame is considered feature-complete
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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@ -20,7 +27,7 @@ namespace HeavenStudio.Games.Loaders
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//the cues do nothing at the moment, so i temporarily disabled them
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//new GameAction("marching", delegate {}, 4f, true),
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//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true),
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//new GameAction("attention", delegate {}, 2f, false),
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//new GameAction("march", delegate {}, 2f, false),
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@ -28,7 +35,7 @@ namespace HeavenStudio.Games.Loaders
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//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>()
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//{
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// new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
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// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
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// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
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//}),
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});
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}
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@ -49,10 +56,12 @@ namespace HeavenStudio.Games
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Fast,
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}
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public static MarchingOrders instance;
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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}
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// Update is called once per frame
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@ -60,6 +69,11 @@ namespace HeavenStudio.Games
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{
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}
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public void CadetsMarch(float beat)
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{
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}
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}
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}
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