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Karate Man - Object through sound changed from GBA to Fever/Megamix (#178)
* Karate Man - Object through sound changed from GBA to Fever/Megamix it bothers me * Marching Orders - Face Turn Inputs and More i said it will be back in action in around november, it's less than 10 days close to november anyway, plus the inputs are easy peasy * Fixing March Animations slight error Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
@ -1,15 +1,13 @@
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//notes:
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// BEFORE NEW PROPS
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// - minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE]
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// - see fan club for separate prefabs (cadets) [DONE]
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// - temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
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// AFTER NEW PROPS
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// - testmod marching orders using speed
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// CURRENT STATE
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// - rework on the marching cadet code (it sucks)
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// - see space soccer, mr upbeat, tunnel for keep-the-beat codes
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// - 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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// - will use a textbox without going through the visual options but i wonder how..?? (see first contact if ever textboxes are implemented in said minigame)
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// AFTER FEATURE COMPLETION
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// - delete all notes once the minigame is considered feature-complete
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// - polish. like a lot of polish
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// - of course, assetbundles!
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using HeavenStudio.Util;
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using System;
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@ -144,7 +142,7 @@ namespace HeavenStudio.Games
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marchOtherCount += 1;
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var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
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Jukebox.PlayOneShotGame("marchingOrders/step1");
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Jukebox.PlayOneShotGame("marchingOrders/stepOther");
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Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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@ -160,7 +158,7 @@ namespace HeavenStudio.Games
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marchPlayerCount += 1;
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var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
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Jukebox.PlayOneShotGame("marchingOrders/step1");
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Jukebox.PlayOneShotGame("marchingOrders/stepOther");
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CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
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}
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}
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@ -216,7 +214,7 @@ namespace HeavenStudio.Games
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/halt1", beat),
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new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
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new MultiSound.Sound("marchingOrders/step1", beat + 1f),
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new MultiSound.Sound("marchingOrders/stepOther", beat + 1f),
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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@ -244,12 +242,12 @@ namespace HeavenStudio.Games
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switch (type)
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{
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case (int) MarchingOrders.DirectionFaceTurn.Left:
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//ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty);
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ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, LeftMiss, LeftThrough);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
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new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn4", beat + turnLength + 2f),
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new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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@ -260,11 +258,12 @@ namespace HeavenStudio.Games
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});
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break;
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default:
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ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightThrough);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
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new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f),
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new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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@ -284,6 +283,7 @@ namespace HeavenStudio.Games
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}
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public static void AttentionSound(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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@ -308,6 +308,42 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
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}, forcePlay:true);
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}
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public void LeftSuccess(PlayerActionEvent caller, float state)
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{
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Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
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CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
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}
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public void LeftMiss(PlayerActionEvent caller)
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{
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//Jukebox.PlayOneShotGame("spaceDance/inputBad2");
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}
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public void LeftThrough(PlayerActionEvent caller)
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{
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}
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public void RightSuccess(PlayerActionEvent caller, float state)
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{
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Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
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CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
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}
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public void RightMiss(PlayerActionEvent caller)
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{
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//Jukebox.PlayOneShotGame("spaceDance/inputBad2");
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}
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public void RightThrough(PlayerActionEvent caller)
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{
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}
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}
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}
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