Space dance improvements/additions + launch party rotation fix (#321)

* Almost done with space dance stuff additions

* Space dance improvements and additions

* Removed WIP text from Space Dance

* Removed WIP text from launch party and kitties and made the launch pad rotation actually be in the center of the launch pad
This commit is contained in:
Rapandrasmus 2023-02-27 21:13:10 +01:00 committed by GitHub
parent 31da780d3d
commit 04d79f53ce
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 490 additions and 135 deletions

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scrollScript: {fileID: 3015934657586124713} scrollScript: {fileID: 3015934657586124713}
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@ -158,7 +158,7 @@ SpriteRenderer:
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@ -1853,16 +1853,20 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
SoundSequences: []
EligibleHits: [] EligibleHits: []
scheduledInputs: [] scheduledInputs: []
firstEnable: 0 firstEnable: 0
bg: {fileID: 2610373406746728028}
shootingStarAnim: {fileID: 4983040283415321214}
DancerP: {fileID: 3296520271412479276} DancerP: {fileID: 3296520271412479276}
Dancer1: {fileID: 2061330976302630762} Dancer1: {fileID: 2061330976302630762}
Dancer2: {fileID: 8384936998978932668} Dancer2: {fileID: 8384936998978932668}
Dancer3: {fileID: 5910735516540692712} Dancer3: {fileID: 5910735516540692712}
Gramps: {fileID: 0} Gramps: {fileID: 1816821696199921329}
Hit: {fileID: 5303799939770479509} Hit: {fileID: 5303799939770479509}
Player: {fileID: 2020085808268724872} Player: {fileID: 2020085808268724872}
shouldBop: 0
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@ -10,7 +10,8 @@ AnimatorState:
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m_IKOnFeet: 0 m_IKOnFeet: 0
@ -26,6 +27,28 @@ AnimatorState:
m_MirrorParameter: m_MirrorParameter:
m_CycleOffsetParameter: m_CycleOffsetParameter:
m_TimeParameter: m_TimeParameter:
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--- !u!91 &9100000 --- !u!91 &9100000
AnimatorController: AnimatorController:
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@ -10,7 +10,7 @@ namespace HeavenStudio.Games.Loaders
{ {
public static Minigame AddGame(EventCaller eventCaller) public static Minigame AddGame(EventCaller eventCaller)
{ {
return new Minigame("kitties", "Kitties! \n<color=#eb5454>[WIP]</color>", "0058CE", false, false, new List<GameAction>() return new Minigame("kitties", "Kitties!", "0058CE", false, false, new List<GameAction>()
{ {
new GameAction("clap", "Cat Clap") new GameAction("clap", "Cat Clap")
{ {

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@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Loaders
{ {
public static Minigame AddGame(EventCaller eventCaller) public static Minigame AddGame(EventCaller eventCaller)
{ {
return new Minigame("launchParty", "Launch Party \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>() return new Minigame("launchParty", "Launch Party", "000000", false, false, new List<GameAction>()
{ {
new GameAction("rocket", "Family Model") new GameAction("rocket", "Family Model")
{ {
@ -155,6 +155,7 @@ namespace HeavenStudio.Games
[SerializeField] ParticleSystem fallingStars; [SerializeField] ParticleSystem fallingStars;
[SerializeField] ParticleSystem fallingStarsBack; [SerializeField] ParticleSystem fallingStarsBack;
[SerializeField] Transform launchPad; [SerializeField] Transform launchPad;
[SerializeField] Transform launchPadRotatable;
[SerializeField] Transform spawnPad; [SerializeField] Transform spawnPad;
[SerializeField] Scroll scrollScript; [SerializeField] Scroll scrollScript;
[SerializeField] Animator lensFlareAnim; [SerializeField] Animator lensFlareAnim;
@ -302,20 +303,20 @@ namespace HeavenStudio.Games
{ {
if (normalizedBeat > 1) if (normalizedBeat > 1)
{ {
launchPad.rotation = Quaternion.Euler(0, 0, currentPadRotation); launchPadRotatable.rotation = Quaternion.Euler(0, 0, currentPadRotation);
} }
else else
{ {
if (currentRotLength < 0) if (currentRotLength < 0)
{ {
launchPad.rotation = Quaternion.Euler(0, 0, currentPadRotation); launchPadRotatable.rotation = Quaternion.Euler(0, 0, currentPadRotation);
} }
else else
{ {
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastRotEase); EasingFunction.Function func = EasingFunction.GetEasingFunction(lastRotEase);
float newRotZ = func(lastPadRotation, currentPadRotation, normalizedBeat); float newRotZ = func(lastPadRotation, currentPadRotation, normalizedBeat);
launchPad.rotation = Quaternion.Euler(0, 0, newRotZ); launchPadRotatable.rotation = Quaternion.Euler(0, 0, newRotZ);
} }
} }
} }
@ -343,7 +344,7 @@ namespace HeavenStudio.Games
{ {
if (currentRotIndex < allRotEvents.Count && currentRotIndex >= 0) if (currentRotIndex < allRotEvents.Count && currentRotIndex >= 0)
{ {
lastPadRotation = launchPad.rotation.eulerAngles.z; lastPadRotation = launchPadRotatable.rotation.eulerAngles.z;
currentRotBeat = allRotEvents[currentRotIndex].beat; currentRotBeat = allRotEvents[currentRotIndex].beat;
currentRotLength = allRotEvents[currentRotIndex].length; currentRotLength = allRotEvents[currentRotIndex].length;
currentPadRotation = allRotEvents[currentRotIndex]["rot"]; currentPadRotation = allRotEvents[currentRotIndex]["rot"];

View file

@ -2,6 +2,8 @@ using HeavenStudio.Util;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using DG.Tweening;
using static HeavenStudio.Games.SpaceDance;
namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games.Loaders
{ {
@ -9,27 +11,78 @@ namespace HeavenStudio.Games.Loaders
public static class AgbSpaceDanceLoader public static class AgbSpaceDanceLoader
{ {
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("spaceDance", "Space Dance \n<color=#eb5454>[WIP]</color>", "FFFF34", false, false, new List<GameAction>() return new Minigame("spaceDance", "Space Dance", "FFFF34", false, false, new List<GameAction>()
{ {
new GameAction("turn right", "Turn Right") new GameAction("turn right", "Turn Right")
{ {
function = delegate { SpaceDance.instance.DoTurnRight(eventCaller.currentEntity.beat); }, function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoTurnRight(e.beat, e["whoSpeaks"], e["gramps"]); },
defaultLength = 2.0f, defaultLength = 2.0f,
parameters = new List<Param>()
{
new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Who Speaks?", "Who will say the voice line for the cue?"),
new Param("gramps", false, "Space Gramps Animations", "Will Space Gramps turn right?")
}
}, },
new GameAction("sit down", "Sit Down") new GameAction("sit down", "Sit Down")
{ {
function = delegate { SpaceDance.instance.DoSitDown(eventCaller.currentEntity.beat); }, function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoSitDown(e.beat, e["whoSpeaks"], e["gramps"]); },
defaultLength = 2.0f, defaultLength = 2.0f,
parameters = new List<Param>()
{
new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Who Speaks?", "Who will say the voice line for the cue?"),
new Param("gramps", false, "Space Gramps Animations", "Will Space Gramps turn right?")
}
}, },
new GameAction("punch", "Punch") new GameAction("punch", "Punch")
{ {
function = delegate { SpaceDance.instance.DoPunch(eventCaller.currentEntity.beat); }, function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoPunch(e.beat, e["whoSpeaks"], e["gramps"]); },
defaultLength = 2.0f, defaultLength = 2.0f,
parameters = new List<Param>()
{
new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Who Speaks?", "Who will say the voice line for the cue?"),
new Param("gramps", false, "Space Gramps Animations", "Will Space Gramps turn right?")
}
}, },
new GameAction("bop", "Bop") new GameAction("shootingStar", "Shooting Star")
{ {
function = delegate { SpaceDance.instance.Bop(eventCaller.currentEntity.beat); }, function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateShootingStar(e.beat, e.length, e["ease"]); },
defaultLength = 2f,
resizable = true,
parameters = new List<Param>()
{
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the shooting of the stars use?")
}
}, },
new GameAction("changeBG", "Change Background Color")
{
function = delegate {var e = eventCaller.currentEntity; SpaceDance.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]); },
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("start", SpaceDance.defaultBGColor, "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
new Param("end", SpaceDance.defaultBGColor, "End Color", "The end color for the fade."),
new Param("toggle", false, "Instant", "Should the background instantly change color?")
}
},
new GameAction("bop", "Single Bop")
{
function = delegate { SpaceDance.instance.Bop(); SpaceDance.instance.GrampsBop(eventCaller.currentEntity["gramps"]); },
parameters = new List<Param>()
{
new Param("gramps", false, "Gramps Bop", "Should Space Gramps bop with the dancers?")
}
},
new GameAction("bopToggle", "Bop Toggle")
{
function = delegate { SpaceDance.instance.shouldBop = eventCaller.currentEntity["toggle"]; SpaceDance.instance.spaceGrampsShouldBop = eventCaller.currentEntity["gramps"]; },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Should bop?", "Should the dancers bop?"),
new Param("gramps", false, "Gramps Bop", "Should Space Gramps bop with the dancers?")
}
}
}); });
} }
} }
@ -40,6 +93,24 @@ namespace HeavenStudio.Games
// using Scripts_SpaceDance; // using Scripts_SpaceDance;
public class SpaceDance : Minigame public class SpaceDance : Minigame
{ {
private static Color _defaultBGColor;
public static Color defaultBGColor
{
get
{
ColorUtility.TryParseHtmlString("#0014D6", out _defaultBGColor);
return _defaultBGColor;
}
}
public enum WhoSpeaks
{
Dancers = 0,
Gramps = 1,
Both = 2
}
Tween bgColorTween;
[SerializeField] SpriteRenderer bg;
[SerializeField] Animator shootingStarAnim;
public Animator DancerP; public Animator DancerP;
public Animator Dancer1; public Animator Dancer1;
public Animator Dancer2; public Animator Dancer2;
@ -47,6 +118,16 @@ namespace HeavenStudio.Games
public Animator Gramps; public Animator Gramps;
public Animator Hit; public Animator Hit;
public GameObject Player; public GameObject Player;
public bool shouldBop = false;
bool canBop = true;
bool grampsCanBop = true;
public bool spaceGrampsShouldBop = false;
float shootingStarLength;
float shootingStarStartBeat;
EasingFunction.Ease lastEase;
bool isShootingStar;
public GameEvent bop = new GameEvent();
public static SpaceDance instance; public static SpaceDance instance;
@ -59,158 +140,403 @@ namespace HeavenStudio.Games
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
var cond = Conductor.instance;
if (PlayerInput.Pressed() && !IsExpectingInputNow()) if (cond.isPlaying && !cond.isPaused)
{ {
Jukebox.PlayOneShotGame("spaceDance/inputBad"); if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
// Look at this later, sound effect has some weird clipping on it sometimes?? popping. like. fucking popopop idk why its doing that its fine theres no sample weirdness ughh {
if (shouldBop && canBop)
{
Bop();
}
if (spaceGrampsShouldBop && grampsCanBop)
{
GrampsBop();
}
}
if (isShootingStar)
{
float normalizedBeat = cond.GetPositionFromBeat(shootingStarStartBeat, shootingStarLength);
if (normalizedBeat >= 0)
{
if (normalizedBeat > 1)
{
isShootingStar = false;
}
else
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newAnimPos = func(0f, 1f, normalizedBeat);
shootingStarAnim.DoNormalizedAnimation("ShootingStar", newAnimPos);
}
}
}
if (!DancerP.IsPlayingAnimationName("PunchDo") && !DancerP.IsPlayingAnimationName("TurnRightDo") && !DancerP.IsPlayingAnimationName("SitDownDo"))
{
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
Jukebox.PlayOneShotGame("spaceDance/inputBad");
DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
// Look at this later, sound effect has some weird clipping on it sometimes?? popping. like. fucking popopop idk why its doing that its fine theres no sample weirdness ughh
}
if (PlayerInput.GetSpecificDirectionDown(1) && !IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN))
{
DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f);
Jukebox.PlayOneShotGame("spaceDance/inputBad");
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
}
if (PlayerInput.GetSpecificDirectionDown(2) && !IsExpectingInputNow(InputType.DIRECTION_DOWN_DOWN))
{
DancerP.DoScaledAnimationAsync("SitDownDo", 0.5f);
Jukebox.PlayOneShotGame("spaceDance/inputBad");
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
}
}
} }
} }
public void DoTurnRight(float beat) public void UpdateShootingStar(float beat, float length, int ease)
{ {
ScheduleInput(beat, 1f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightEmpty); lastEase = (EasingFunction.Ease)ease;
MultiSound.Play(new MultiSound.Sound[] { shootingStarLength = length;
new MultiSound.Sound("spaceDance/voicelessTurn", beat), shootingStarStartBeat = beat;
new MultiSound.Sound("spaceDance/dancerTurn", beat), isShootingStar = true;
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f), }
public void DoTurnRight(float beat, int whoSpeaks, bool grampsTurns)
{
canBop = false;
if (grampsTurns) grampsCanBop = false;
ScheduleInput(beat, 1f, InputType.DIRECTION_RIGHT_DOWN, JustRight, RightMiss, Empty);
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/voicelessTurn", beat),
};
switch (whoSpeaks)
{
case (int)WhoSpeaks.Dancers:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/dancerTurn", beat),
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f),
});
break;
case (int)WhoSpeaks.Gramps:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/otherTurn", beat),
new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f),
});
break;
case (int)WhoSpeaks.Both:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/dancerTurn", beat),
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f),
new MultiSound.Sound("spaceDance/otherTurn", beat),
new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f),
});
break;
}
MultiSound.Play(soundsToPlay.ToArray());
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { DancerP.DoScaledAnimationAsync("TurnRightStart", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer1.DoScaledAnimationAsync("TurnRightStart", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer2.DoScaledAnimationAsync("TurnRightStart", 0.5f);}),
new BeatAction.Action(beat, delegate
{
Dancer3.DoScaledAnimationAsync("TurnRightStart", 0.5f);
if (grampsTurns) Gramps.DoScaledAnimationAsync("GrampsTurnRightStart", 0.5f);
}),
new BeatAction.Action(beat + 1f, delegate { Dancer1.DoScaledAnimationAsync("TurnRightDo", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.DoScaledAnimationAsync("TurnRightDo", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate
{
Dancer3.DoScaledAnimationAsync("TurnRightDo", 0.5f);
if (grampsTurns) Gramps.DoScaledAnimationAsync("GrampsTurnRightDo", 0.5f);
}),
new BeatAction.Action(beat + 1.99f, delegate { canBop = true; grampsCanBop = true; }),
}); });
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { DancerP.Play("TurnRightStart", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer1.Play("TurnRightStart", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer2.Play("TurnRightStart", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer3.Play("TurnRightStart", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("TurnRightDo", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("TurnRightDo", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("TurnRightDo", -1, 0);}),
});
} }
public void DoSitDown(float beat) public void DoSitDown(float beat, int whoSpeaks, bool grampsSits)
{ {
ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, SitSuccess, SitMiss, SitEmpty); canBop = false;
MultiSound.Play(new MultiSound.Sound[] { if (grampsSits) grampsCanBop = false;
new MultiSound.Sound("spaceDance/voicelessSit", beat), ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, JustSit, SitMiss, Empty);
new MultiSound.Sound("spaceDance/dancerLets", beat), List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f), {
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f), new MultiSound.Sound("spaceDance/voicelessSit", beat),
};
switch (whoSpeaks)
{
case (int)WhoSpeaks.Dancers:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/dancerLets", beat),
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f),
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f),
});
break;
case (int)WhoSpeaks.Gramps:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/otherLets", beat),
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.084f),
new MultiSound.Sound("spaceDance/otherDown", beat + 1f),
});
break;
case (int)WhoSpeaks.Both:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/dancerLets", beat),
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f),
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f),
new MultiSound.Sound("spaceDance/otherLets", beat),
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.084f),
new MultiSound.Sound("spaceDance/otherDown", beat + 1f),
});
break;
}
MultiSound.Play(soundsToPlay.ToArray());
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { DancerP.DoScaledAnimationAsync("SitDownStart", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer1.DoScaledAnimationAsync("SitDownStart", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer2.DoScaledAnimationAsync("SitDownStart", 0.5f);}),
new BeatAction.Action(beat, delegate
{
Dancer3.DoScaledAnimationAsync("SitDownStart", 0.5f);
if (grampsSits) Gramps.DoScaledAnimationAsync("GrampsSitDownStart", 0.5f);
}),
new BeatAction.Action(beat + 1f, delegate { Dancer1.DoScaledAnimationAsync("SitDownDo", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.DoScaledAnimationAsync("SitDownDo", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate
{
Dancer3.DoScaledAnimationAsync("SitDownDo", 0.5f);
if (grampsSits) Gramps.DoScaledAnimationAsync("GrampsSitDownDo", 0.5f);
}),
new BeatAction.Action(beat + 1.99f, delegate { canBop = true; grampsCanBop = true; }),
}); });
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { DancerP.Play("SitDownStart", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer1.Play("SitDownStart", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer2.Play("SitDownStart", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer3.Play("SitDownStart", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("SitDownDo", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("SitDownDo", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("SitDownDo", -1, 0);}),
});
} }
public void DoPunch(float beat) public void DoPunch(float beat, int whoSpeaks, bool grampsPunches)
{ {
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, PunchSuccess, PunchMiss, PunchEmpty); canBop = false;
MultiSound.Play(new MultiSound.Sound[] { if (grampsPunches) grampsCanBop = false;
new MultiSound.Sound("spaceDance/voicelessPunch", beat), ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, JustPunch, PunchMiss, Empty);
new MultiSound.Sound("spaceDance/dancerPa", beat), List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
new MultiSound.Sound("spaceDance/voicelessPunch", beat + 0.5f), {
new MultiSound.Sound("spaceDance/dancerPa", beat + 0.5f), new MultiSound.Sound("spaceDance/voicelessPunch", beat),
new MultiSound.Sound("spaceDance/voicelessPunch", beat + 1f), new MultiSound.Sound("spaceDance/voicelessPunch", beat + 0.5f),
new MultiSound.Sound("spaceDance/dancerPa", beat + 1f), new MultiSound.Sound("spaceDance/voicelessPunch", beat + 1f),
new MultiSound.Sound("spaceDance/dancerPunch", beat + 1.5f), };
});
switch (whoSpeaks)
{
case (int)WhoSpeaks.Dancers:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/dancerPa", beat),
new MultiSound.Sound("spaceDance/dancerPa", beat + 0.5f),
new MultiSound.Sound("spaceDance/dancerPa", beat + 1f),
new MultiSound.Sound("spaceDance/dancerPunch", beat + 1.5f),
});
break;
case (int)WhoSpeaks.Gramps:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/otherPa", beat),
new MultiSound.Sound("spaceDance/otherPa", beat + 0.5f),
new MultiSound.Sound("spaceDance/otherPa", beat + 1f),
new MultiSound.Sound("spaceDance/otherPunch", beat + 1.5f),
});
break;
case (int)WhoSpeaks.Both:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("spaceDance/dancerPa", beat),
new MultiSound.Sound("spaceDance/dancerPa", beat + 0.5f),
new MultiSound.Sound("spaceDance/dancerPa", beat + 1f),
new MultiSound.Sound("spaceDance/dancerPunch", beat + 1.5f),
new MultiSound.Sound("spaceDance/otherPa", beat),
new MultiSound.Sound("spaceDance/otherPa", beat + 0.5f),
new MultiSound.Sound("spaceDance/otherPa", beat + 1f),
new MultiSound.Sound("spaceDance/otherPunch", beat + 1.5f),
});
break;
}
MultiSound.Play(soundsToPlay.ToArray());
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { DancerP.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat, delegate { DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer1.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer2.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer3.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat, delegate
new BeatAction.Action(beat + 0.5f, delegate { DancerP.Play("PunchStartOuter", -1, 0);}), {
new BeatAction.Action(beat + 0.5f, delegate { Dancer1.Play("PunchStartOuter", -1, 0);}), Dancer3.DoScaledAnimationAsync("PunchStartInner", 0.5f);
new BeatAction.Action(beat + 0.5f, delegate { Dancer2.Play("PunchStartOuter", -1, 0);}), if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartOdd", 0.5f);
new BeatAction.Action(beat + 0.5f, delegate { Dancer3.Play("PunchStartOuter", -1, 0);}), }),
new BeatAction.Action(beat + 1f, delegate { DancerP.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat + 0.5f, delegate { DancerP.DoScaledAnimationAsync("PunchStartOuter", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat + 0.5f, delegate { Dancer1.DoScaledAnimationAsync("PunchStartOuter", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat + 0.5f, delegate { Dancer2.DoScaledAnimationAsync("PunchStartOuter", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat + 0.5f, delegate
new BeatAction.Action(beat + 1.5f, delegate { Dancer1.Play("PunchDo", -1, 0);}), {
new BeatAction.Action(beat + 1.5f, delegate { Dancer2.Play("PunchDo", -1, 0);}), Dancer3.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
new BeatAction.Action(beat + 1.5f, delegate { Dancer3.Play("PunchDo", -1, 0);}), if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartEven", 0.5f);
}),
new BeatAction.Action(beat + 1f, delegate { DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate
{
Dancer3.DoScaledAnimationAsync("PunchStartInner", 0.5f);
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartOdd", 0.5f);
}),
new BeatAction.Action(beat + 1.5f, delegate { Dancer1.DoScaledAnimationAsync("PunchDo", 0.5f);}),
new BeatAction.Action(beat + 1.5f, delegate { Dancer2.DoScaledAnimationAsync("PunchDo", 0.5f);}),
new BeatAction.Action(beat + 1.5f, delegate
{
Dancer3.DoScaledAnimationAsync("PunchDo", 0.5f);
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchDo", 0.5f);
}),
}); });
} }
public void Bop(float beat) public void Bop()
{ {
BeatAction.New(Player, new List<BeatAction.Action>() canBop = true;
{ DancerP.DoScaledAnimationAsync("Bop", 0.5f);
new BeatAction.Action(beat, delegate { DancerP.Play("Bop", -1, 0);}), Dancer1.DoScaledAnimationAsync("Bop", 0.5f);
new BeatAction.Action(beat, delegate { Dancer1.Play("Bop", -1, 0);}), Dancer2.DoScaledAnimationAsync("Bop", 0.5f);
new BeatAction.Action(beat, delegate { Dancer2.Play("Bop", -1, 0);}), Dancer3.DoScaledAnimationAsync("Bop", 0.5f);
new BeatAction.Action(beat, delegate { Dancer3.Play("Bop", -1, 0);}),
});
} }
public void RightSuccess(PlayerActionEvent caller, float state) public void GrampsBop(bool forceBop = false)
{
if (spaceGrampsShouldBop || forceBop)
{
grampsCanBop = true;
Gramps.DoScaledAnimationAsync("GrampsBop", 0.5f);
}
}
public void ChangeBackgroundColor(Color color, float beats)
{
var seconds = Conductor.instance.secPerBeat * beats;
if (bgColorTween != null)
bgColorTween.Kill(true);
if (seconds == 0)
{
bg.color = color;
}
else
{
bgColorTween = bg.DOColor(color, seconds);
}
}
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
{
ChangeBackgroundColor(start, 0f);
if (!instant) ChangeBackgroundColor(end, beats);
}
public void JustRight(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShotGame("spaceDance/inputBad");
DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f);
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
return;
}
RightSuccess();
}
public void RightSuccess()
{ {
Jukebox.PlayOneShotGame("spaceDance/inputGood"); Jukebox.PlayOneShotGame("spaceDance/inputGood");
DancerP.Play("TurnRightDo", -1, 0); DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f);
} }
public void RightMiss(PlayerActionEvent caller) public void RightMiss(PlayerActionEvent caller)
{ {
Jukebox.PlayOneShotGame("spaceDance/inputBad2"); Jukebox.PlayOneShotGame("spaceDance/inputBad2");
DancerP.Play("Ouch", -1, 0); DancerP.DoScaledAnimationAsync("Ouch", 0.5f);
Hit.Play("HitTurn", -1, 0); Hit.Play("HitTurn", -1, 0);
} Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
}
public void RightEmpty(PlayerActionEvent caller) public void JustSit(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{ {
Jukebox.PlayOneShotGame("spaceDance/inputBad");
DancerP.DoScaledAnimationAsync("SitDownDo", 0.5f);
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
return;
}
SitSuccess();
}
} public void SitSuccess()
{
public void SitSuccess(PlayerActionEvent caller, float state)
{
Jukebox.PlayOneShotGame("spaceDance/inputGood"); Jukebox.PlayOneShotGame("spaceDance/inputGood");
DancerP.Play("SitDownDo", -1, 0); DancerP.DoScaledAnimationAsync("SitDownDo", 0.5f);
} }
public void SitMiss(PlayerActionEvent caller) public void SitMiss(PlayerActionEvent caller)
{ {
Jukebox.PlayOneShotGame("spaceDance/inputBad2"); Jukebox.PlayOneShotGame("spaceDance/inputBad2");
DancerP.Play("Ouch", -1, 0); DancerP.DoScaledAnimationAsync("Ouch", 0.5f);
Hit.Play("HitSit", -1, 0); Hit.Play("HitSit", -1, 0);
} Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
}
public void SitEmpty(PlayerActionEvent caller) public void JustPunch(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{ {
Jukebox.PlayOneShotGame("spaceDance/inputBad");
DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
return;
}
PunchSuccess();
}
} public void PunchSuccess()
public void PunchSuccess(PlayerActionEvent caller, float state)
{ {
Jukebox.PlayOneShotGame("spaceDance/inputGood"); Jukebox.PlayOneShotGame("spaceDance/inputGood");
DancerP.Play("PunchDo", -1, 0); DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
} }
public void PunchMiss(PlayerActionEvent caller) public void PunchMiss(PlayerActionEvent caller)
{ {
Jukebox.PlayOneShotGame("spaceDance/inputBad2"); Jukebox.PlayOneShotGame("spaceDance/inputBad2");
DancerP.Play("Ouch", -1, 0); DancerP.DoScaledAnimationAsync("Ouch", 0.5f);
Hit.Play("HitPunch", -1, 0); Hit.Play("HitPunch", -1, 0);
} Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
}
public void PunchEmpty(PlayerActionEvent caller) public void Empty(PlayerActionEvent caller) { }
{
}
} }