HeavenStudioPlus/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs

248 lines
8.5 KiB
C#
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Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class pcoMeatLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("meatGrinder", "Meat Grinder", "501d18", false, false, new List<GameAction>()
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
{
new GameAction("MeatToss", "Meat Toss")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.MeatToss(e.beat);
},
defaultLength = 2f,
priority = 2,
},
new GameAction("MeatCall", "Meat Call")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.MeatCall(e.beat);
},
defaultLength = 0.5f,
priority = 2,
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
preFunctionLength = 1f,
preFunction = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.PreMeatCall(e.beat);
},
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
},
new GameAction("StartInterval", "Start Interval")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.StartInterval(e.beat, e.length);
},
defaultLength = 4f,
resizable = true,
priority = 1,
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
preFunctionLength = 2f,
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
preFunction = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.PreInterval(e.beat, e.length);
},
},
new GameAction("bop", "Bop")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.Bop(e.beat, e.length, e["bop"], e["bossBop"]);
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
},
parameters = new List<Param>()
{
new Param("bop", true, "Boss Bops?", "Does Boss bop?"),
new Param("bossBop", false, "Boss Bops? (Auto)", "Does Boss Auto bop?"),
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
},
resizable = true,
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
priority = 4,
},
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_MeatGrinder;
public class MeatGrinder : Minigame
{
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
static List<float> queuedInputs = new List<float>();
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
[Header("Objects")]
public GameObject MeatBase;
[Header("Animators")]
public Animator BossAnim;
public Animator TackAnim;
[Header("Variables")]
bool intervalStarted;
float intervalStartBeat;
float beatInterval = 4f;
bool bossBop = true;
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
bool dontCall = false;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
public bool bossAnnoyed = false;
private float lastReportedBeat = 0f;
const string sfxName = "meatGrinder/";
public static MeatGrinder instance;
public enum MeatType
{
Dark,
Light,
}
private void Awake()
{
instance = this;
}
void OnDestroy()
{
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
if (queuedInputs.Count > 0) queuedInputs.Clear();
}
}
private void Update()
{
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
if (queuedInputs.Count > 0) queuedInputs.Clear();
}
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted) {
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
intervalStarted = false;
}
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
ScoreMiss();
TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
TackAnim.SetBool("tackMeated", false);
Jukebox.PlayOneShotGame(sfxName+"whiff");
if (bossAnnoyed) BossAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true);
}
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat)
&& !BossAnim.IsPlayingAnimationName("BossCall")
&& !BossAnim.IsPlayingAnimationName("BossSignal")
&& bossBop)
{
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
};
}
public void Bop(float beat, float length, bool doesBop, bool autoBop)
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
{
bossBop = autoBop;
if (doesBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
if (!BossAnim.IsPlayingAnimationName("BossCall") && !BossAnim.IsPlayingAnimationName("BossSignal"))
{
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
};
})
});
}
}
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
}
public static void PreInterval(float beat, float interval)
{
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
if (!MeatGrinder.instance.intervalStarted && !MeatGrinder.instance.dontCall) {
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound(sfxName+"startSignal", beat - 1f), }, forcePlay: true);
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat - 1, delegate { instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f); }), });
}
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
MeatGrinder.instance.dontCall = true;
MeatGrinder.instance.beatInterval = interval;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
}
public void StartInterval(float beat, float interval)
{
intervalStartBeat = beat;
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
if (!intervalStarted) { intervalStarted = true; }
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + interval - 1, delegate { PassTurn(beat); }),
});
}
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
public void MeatToss(float beat)
{
Jukebox.PlayOneShotGame(sfxName+"toss");
MeatToss Meat = Instantiate(MeatBase).GetComponent<MeatToss>();
Meat.startBeat = beat;
Meat.cueLength = 1f;
Meat.cueBased = true;
Meat.meatType = "DarkMeat";
}
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
public static void PreMeatCall(float beat)
{
if (!MeatGrinder.instance.dontCall) {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat - 1, delegate { MeatGrinder.PreInterval(beat, instance.beatInterval); }),
});
}
}
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
public void MeatCall(float beat)
{
BossAnim.DoScaledAnimationAsync("BossCall", 0.5f);
Jukebox.PlayOneShotGame(sfxName+"signal");
if (!intervalStarted)
{
StartInterval(beat, beatInterval);
}
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
queuedInputs.Add(beat - intervalStartBeat);
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
}
public void PassTurn(float beat)
{
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
dontCall = false;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
intervalStarted = false;
foreach (var input in queuedInputs)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
new BeatAction.Action(input + beat, delegate {
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
MeatToss Meat = Instantiate(MeatBase).GetComponent<MeatToss>();
Meat.startBeat = beat;
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
Meat.cueLength = beatInterval + input;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
Meat.cueBased = false;
Meat.meatType = "LightMeat";
}),
});
}
queuedInputs.Clear();
}
}
}