Give up on coding until someone helps me

i cannot find the root cause of this
This commit is contained in:
KrispyDotlessI
2022-08-27 12:40:49 +08:00
parent 76254bb38d
commit fd4e2140da
4 changed files with 480 additions and 56 deletions

View File

@ -1,13 +1,13 @@
//notes:
// BEFORE NEW PROPS
// BEFORE NEW PROPS
//1. minenice will also use this to test out randomly named parameters so coding has to rest until the new props update
//2. see fan club for separate prefabs (cadets) [DONE]
//3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
// AFTER NEW PROPS
// AFTER NEW PROPS
//4. see space soccer, mr upbeat, tunnel for keep-the-beat codes
//5. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
//6. 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)
// AFTER FEATURE COMPLETION
// AFTER FEATURE COMPLETION
//7. delete all notes once the minigame is considered feature-complete
using HeavenStudio.Util;
@ -18,29 +18,29 @@ using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AbgMarcherLoader
public static class AgbMarcherLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
{
//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 { MarchingOrders.instance.SargeAttention(eventCaller.currentEntity.beat); }, 2f, false),
//new GameAction("march", delegate {}, 2f, false),
//new GameAction("halt", delegate {}, 2f, false),
//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>()
//{
//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 { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2f, false),
//new GameAction("march", delegate {}, 2f, false),
//new GameAction("halt", delegate {}, 2f, false),
//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>()
//{
// 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"),
// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
//}),
});
}
@ -52,17 +52,19 @@ namespace HeavenStudio.Games
//using Scripts_MarchingOrders;
public class MarchingOrders : Minigame
{
public enum DirectionFaceTurn {
public static MarchingOrders instance;
public enum DirectionFaceTurn
{
Right,
Left,
}
public enum FaceTurnLength {
}
public enum FaceTurnLength
{
Normal,
Fast,
}
public static MarchingOrders instance;
}
// Start is called before the first frame update
void Awake()
{
@ -74,22 +76,20 @@ namespace HeavenStudio.Games
{
}
public void CadetsMarch(float beat)
{
}
public void SargeAttention(float beat)
{
//ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, SitSuccess, SitMiss, SitEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/attention1", beat - 0.25f),
new MultiSound.Sound("marchingOrders/attention2", beat),
new MultiSound.Sound("marchingOrders/attention3", beat + 0.5f),
});
}
public void CadetsMarch(float beat)
{
}
public void SargeAttention(float beat)
{
//MultiSound.Play(new MultiSound.Sound[] {
//new MultiSound.Sound("marchingOrders/attention1", beat),
//new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f),
//new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
//});
}
}
}