HeavenStudioPlus/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset

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2024-01-21 04:39:41 +00:00
- Assets/Scripts/GlobalGameManager.cs
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2024-01-21 21:54:10 +00:00
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2024-01-21 23:10:23 +00:00
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2024-01-22 01:18:55 +00:00
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2024-01-22 04:13:39 +00:00
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- Assets/Scripts/Conductor.cs
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Nightwalk GBA (#569) * Nightwalks set up * Play yan with balloons * platformSetUp * Platform handler fundamentals * Count In Added * small thing * Got em inputs in nightwalk gba to work * Platforms now spawn when there's no count-in * He jumps now! * Decreased platform count * Height changes added * Randomness for height changes * Name changing * Fixed a bug with no count in blocks * Ok height changes should be flawless now * No jumping added * Umbrella and lollipop added * Umbrella drum pattern added * Fallyan :( * Implemented falling :( * Fixed drum patterns not working * Fish implemented * Fixed kick sound being weird * 4 beat count in added * Tweaked landing pos * Walking Count-In added * new sprites touched up anims * oops1 * barely anims * Implemented barelies into nightwalk gba * Balloons have random positioning now * New sounds and whiff/barely sounds * Fall smear added * Fixed issues with platform heights on gameswitches * 24 platforms * walk is normalized now * Star scrolling functionality done * Blink animations n stuff * STARS BLINK NOW * Force evolve added + tweaks * Fixed stars not stopping + upped amount of stars * End event setup * Finding end blocks logic added * end event functionality finished * end platform anim * fixed anim * only stars on screen evolve * 2 evolve by default * End event fixes * more blinking * star blinks now and has string * minor tweak * fix to interaction between fish and end block * tweaked dropdown values * removed fish sound * named some sprites in the spritesheet * high jump and roll anims * Roll sound should only play if valid * Small fix to roll cue sound logic * Another small fix to roll cue sound logic * ok actually fixed roll sound * roll platform added to jumpl platform prefab * Roll cue platform visuals done * Basic Roll Cue implemented * flower * umbrella * barely for roll release * OOPS * smol fixes * fixed visual stuff and added missing to rolls * redid sheet, new anims * slow walkin' * adjustments * oops * adjusted smear * improved interaction between roll and end block * improved interaction between roll cue and platform heights * 32 stars * made the star boundary way smaller * how was i this stupid * fixed more interactions * stack proof roll cue and also end block + roll cue fix * Fixed things related to stars * fixed no jumping not working with end block + roll * nearing the final stages * rolls counts for 2 jumps now * fixed a bug to do with roll platforms and made roll platform sounds not be able to be played on invalid beats * made stage 2 stars bigger * added destroy roll platform sprites * update to new systems --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-28 06:03:53 +00:00
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- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/NumberChartPropertyPrefab.cs
- Assets/Plugins/Starpelly/Colors.cs
- Assets/Scripts/Games/AirRally/RvlBirds.cs
- Assets/Scripts/Games/GleeClub/GleeClubSingInput.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/StringChartPropertyPrefab.cs
- Assets/Scripts/Games/Splashdown/NtrSplash.cs
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- Assets/Scripts/Games/FlipperFlop/FlipperFlopFlipper.cs
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- Assets/Scripts/Games/NightWalkAgb/AgbPlatformHandler.cs
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- Assets/Scripts/Games/SpaceSoccer/Kicker.cs
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- Assets/Scripts/Games/DogNinja/DogNinja.cs
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- Assets/Scripts/Games/BoardMeeting/BMExecutive.cs
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- Assets/Scripts/UI/RightClickDropdownObject.cs
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- Assets/Scripts/Games/Spaceball/SpaceballPlayer.cs
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- Assets/Scripts/UI/SettingsDialog/Tabs/EditorSettings.cs
- Assets/Scripts/StudioDance/ChoreographyInfo.cs
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- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/ColorChartPropertyPrefab.cs
- Assets/GUIWindows/Scripts/GUIWindowHandle.cs
- Assets/Scripts/Games/Kitties/Kitties.cs
- Assets/Scripts/Games/QuizShow/QSTimer.cs
- Assets/Scripts/CircleCursor.cs
- Assets/Scripts/Games/TotemClimb/TCBirdManager.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowserLinux.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/SpecialTimelineObj.cs
- Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs
- Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
- Assets/Scripts/LevelEditor/Timeline/TimelineBlockManager.cs
- Assets/Scripts/Games/Rockers/RockerBendInput.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/Tabs/ChartInfoProperties.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowserEditor.cs
- Assets/Scripts/Games/Kitties/CtrTeppanPlayer.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/TempoTimelineObj.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/VolumeDialog.cs
- Assets/Scripts/Games/Splashdown/Splashdown.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowserMac.cs
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- Assets/Scripts/UI/Overlays/SkillStarManager.cs
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- Assets/Scripts/Games/FanClub/NtrIdolAmie.cs
- Assets/GUIWindows/Scripts/GUIWindowUtils.cs
- Assets/Scripts/Games/Tambourine/Tambourine.cs
- Assets/Scripts/Util/MultiSound.cs
- Assets/Scripts/Games/Fireworks/Rocket.cs
- Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs
- Assets/Scripts/Games/Tunnel/Tunnel.cs
- Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/RemixPropertiesDialog.cs
- Assets/Scripts/Games/TotemClimb/TotemClimb.cs
- Assets/Plugins/StandaloneFileBrowser/IStandaloneFileBrowser.cs
- Assets/Scripts/LevelEditor/Commands/CommandManager.cs
- Assets/Scripts/Games/FirstContact/Translator.cs
- Assets/Scripts/LevelEditor/TooltipGiver.cs
- Assets/Scripts/InputSystem/USG.g/InitInputControllers.PlayerInput.ControllerLoaderGenerator.g.cs
- Assets/Scripts/Games/DrummingPractice/DrummerHit.cs
- Assets/Scripts/LevelEditor/TempoFinder/TempoFinder.cs
- Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs
- Assets/Scripts/StudioDance/Dancer.cs
- Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs
- Assets/Scripts/Games/Lockstep/Lockstep.cs
- Assets/Scripts/Games/TotemClimb/TCTotemManager.cs
- Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs
- Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs
- Assets/Scripts/Games/ForkLifter/ForkLifterPlayer.cs
- Assets/Scripts/Games/DoubleDate/SoccerBall.cs
- Assets/Scripts/Games/RhythmTweezers/Tweezers.cs
- Assets/Scripts/Games/WorkingDough/WorkingDough.cs
- Assets/Scripts/Games/TotemClimb/TCFrog.cs
- Assets/Scripts/UI/SettingsDialog/Tabs/ControllerSettings.cs
- Assets/Scripts/Games/SpaceDance/SpaceDance.cs
- Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs
- Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs
- Assets/Scripts/Games/TotemClimb/TCPillarManager.cs
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Monkey watch (#555) * basic setup+inputs this is gonna be so annoying to optimize i am SO overwhelmed with the options that i have object pooling, disabling the monkeys, literally just placing them manually... idk. * custom monkeys + more setup stuff it's all coming together . * a few tweaks committing to update the spritesheet * hi ev * player stuff * player anims * particles * more of prefab * upscale for this sheet * prefab more * oops * anims n stuff * assign the stuff, a little bit of rotation * better sheet * balloon sheet * particles * Revert "particles" This reverts commit fe4d589731a3ceacc7d80b7fde520f87b1c6e745. * Revert "Revert "particles"" This reverts commit ce117b280d4bd7400bd40260f4d858f2d5fba9e3. * fixed the watch outline + pink monkey prefab variant the bccad really is a life saver * anims for monkeys * convert to dictionary yippee for dictionaries * better camera * click animations are all done * custom monkeys are actually good now :) * prefab adjustments * oopps2 * tweaked particles * inactive monkeys/custom monkeys + prefab fixes they should work perfectly now, and the prefab should also need no further adjustment hopefully... * many animations * click fixes * the prefab needed One more adjustment * oops again hopefully the shadow is good now * sheet adjustment * all yellow anims done * progress. starting on the monkeys appear block rn, and then i'll work on the monkey spawning logic. honestly should be pretty easy (and i DON'T think this will be something i look back on as if i was crazy :smile: ) * open / close hole * monkey spawning working better * pink monkey anims * clean slate * gonna test something * proper camera * Camera movements done * pink monkey sounds and a small bug fix * clock arrow now moves * gettin ready to spawn el monkeys * monkeys should spawn now ig * bug fixes * oops * monkeys appear added * more fixes yahoo * shadow tweak * bug fixes * zoom out beginnings * hour more smooth * smooth minute too * it now zooms out lol * middle monkey * oopsie doopsie * hot air balloon * oops * anim * disappear fix * ticks on input now * prepare earlier * tiny tweak * oops again * fixed the input bug * holes * middle monkey anims * fixed layering * zoom out tweaks and shadow movement * camera tweak * tweaks * quad * camera tweak * quart * inspcetor * shadow correct * Okay * zoom out seperation * instant * balloon movement * balloon fixed * fixed particle * icon * fixed beataction parameters * monkey watch camera refactor run sourcegen --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-29 03:04:19 +00:00
- Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.cs
- Assets/Scripts/Games/MonkeyWatch/WatchMonkeyHandler.cs
- Assets/Scripts/Games/MonkeyWatch/WatchBackgroundHandler.cs
- Assets/Scripts/Games/MonkeyWatch/MonkeyClockArrow.cs
- Assets/Scripts/Games/MonkeyWatch/BalloonHandler.cs
- Assets/Scripts/Games/MonkeyWatch/WatchMonkey.cs
Manzai but more of it (#695) * Lots of small things Replaced the combined "boing" sound from rhre with the split "boing" sounds from ingame for easier voice replacement. Split the regular pun and boing pun blocks. Made the offset for Kosuke's voicelines adapt to the sound's pitch. Made speech bubble positions randomized. Made the "ready" animation play in autoplay if you're in touch mode. Moved the window for when you're allowed to start holding for a slap in touch mode sooner. * Minor-er things Attempted and failed to get the "crowd noise interruption" in place. Removed a log command. Disabled bopping in the "boing" block sooner. Fixed how the pun and boing blocks work on game switch. * Even more minor things :tm: Shuffled around some things in the prefab to be more accurate to the original. Finally moved the reference images out of the root assets folder * Did somebody ask for more minor changes Changed how the input method is called to prepare for random voicelines. Made playback speed affect voice pitching (unless pitching is turned off in the block) Fixed input doubling if a Pun block is put on the same beat as a game switch (curse you space soccer and not having to check for that in the method i stole from you) * QoL tap mode thing Basically if you hold down the button for long enough, kasuke will play the "ready" animation which is uninterruptable until you let go * No way is that more minor things Added figure-farter-esque easter egg. (hold both shoulder buttons while inputting and see what happens :3) Made whiffs detract from your score. * Stuff Added options for audience sounds and added practice crowd sounds. Fixed Kasuke's pitching and split the "donaiyanen" voice line. Added spritesheet for the crowd (it's not even split yet i literally just remembered i never pushed last night and i wanted to do that first) * Crowd (still WIP) Added the crowd and all the animations that are in vanilla. Added a block for crowd animations. Yeah basically just crowd implementation, extra goodies are yet to come. * Crowd Stuff but More Made bops low priority animations for the crowd. Added the jumping animation holy fuck that was a headache please send hlep. * removed WIP label bc raffy and astrl and maddy bugged me about it * Cool Stuff Added the microphone and animated it using the "birds slide" block. Added the sprite sheet for particles. Implemented the feather particles during a slap. * The Push Optimized a bit of input code. ADDED VOICELINES WOOOOO (with randomization)
2024-02-13 13:37:06 +00:00
- Assets/Scripts/Games/Manzai/Manzai.cs
Sumo brothers (#706) * Lockstep fansodnason * More Lockstep Implemented the new sprites (still needs work). Added new Icon. * More lockstep stuff i have no clue * Animation Tweaking I fiddled around with numbers weeeeeeeeeeeeeeee * Merge branch 'master' of https://github.com/RaffyTaffy14/HS * Background Has basic background * End Pose Start Adds the End Pose cue's tweeting sound (took so long but felt so cool) * Inu Sensei Start Inu Sensei added to scene. He can bop, crouch, or do neither * Temp Sumo Brothers Icon Made by Donfen * Inu Sensei Tweeting Inu Sensei now does his animation during the duration of the End Pose cue. * Crouch Block Rework Reworked crouch block to be a stretchable cue instead of a toggle (like KM prepare stance) * Bop Block Rework Bop block reworked to be a toggle. Also made a few minor tweaks to random things. * Added the Brothers The Sumo Brothers from Sumo Brothers are now in Sumo Brothers (minus the sumo) * Imported Upscaled Sumou_BG Higher resolution background and Inu Sensei sprites. * Imported REAL Upscaled Sumou_BG oops * Slap & Stomp Signals the domg buncus and tink tonks * Twiddling my Thumbs Random, Insignificant changes to random things in the code * idk random cleanup after I finally got HS to not be in shambles * more stuff dunno * Input for Pose this should not have taken this long * uh waste of 4gb atm, need 4gb atm, may need this not atm * Modernized Bops & WIP Stomps/Slaps Made the bop system to have automatic/stretchy settings like all new games. Also got a WIP implementation of stomping/slapping * quite honest i do not know let's just update HS * Prepare Slap Animation Prepare Slap animation has been animated and implemented * Sumo Prefab some stuff went down yesterday when updating the fork that involved the sumo prefab randomly downgrading to an older version, so I'm hoping that this commit will make sure that the current prefab wont just vanish into oblivion * Slapping Animation v1 Spent a few hours animating the front-hand slapping animation. Also added a "Look at Camera" event that makes the brotheren look at the camera while slapping. * Stomping Animations All stomp and stomp prepare animations are animated and coded into the game (except for the miss one) * Slapping Animation v2 finally animated the alternate slapping animation where those sumo brothers slap with their other hand * Slapping to Stomping Transition Added the slapping animation for when the Bros transition from slapping to stomping as well as all the accompanying code to get it to function. Also tweaked the two other slapping animations to fix the interpolation of those speed lines. * Inu Sensei Complete Added redone inu sensei spritesheet (thanks Mage!), animated all inu sensei animations, and coded all the inu sensei functionality. This is all really coming together now * Sumo Miss anims & more Added the Slap/Stomp miss animations. Coded the ability to whiff inputs. Replaced all the SFX with Kievit-approved rips. Added the little slap impact effect for successful slap inputs. Getting ready to make stomps pretty. Fixed misc bugs. * Sumo Pose anims & more Added the first set of pose animations. Also added animations for transitioning from posing to something else. Stomps aint getting pretty this time. Fixed misc bugs. * Sumo Pose anims v2 Animated the whole 2nd set of sumo pose animations. Fixed some various bugs with poses. Added a random setting for the poses (although it doesn't work well with only 2 poses). Getting ready for the PR * Random Bug Fixes Fixed random pose option, fixed an animation that accidentally left loop on, and added monologue. Getting ready for pr in a few days. * New Icon & Bug Fixes Added a shiny new icon made by Seanski2, fixed a bug about poses in tap mode being a bit bugged and fixed the Slap-to-Stomp slap animation being able to be played too soon. --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-02-19 01:25:26 +00:00
- Assets/Scripts/Games/NightWalkAgb/AgbStarHandler.cs
- Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs
- Assets/Scripts/Games/NightWalkAgb/AgbStar.cs
- Assets/Scripts/Games/MannequinFactory/MannequinHead.cs
- Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs
- Assets/Scripts/InputSystem/ControllerTypes/InputJoyconPair.cs
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PathsToIgnoreOverwriteSettingOnAttribute: []