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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@ -1853,16 +1853,20 @@ MonoBehaviour:
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m_Name:
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SoundSequences: []
EligibleHits: []
scheduledInputs: []
firstEnable: 0
bg: {fileID: 2610373406746728028}
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DancerP: {fileID: 3296520271412479276}
Dancer1: {fileID: 2061330976302630762}
Dancer2: {fileID: 8384936998978932668}
Dancer3: {fileID: 5910735516540692712}
Gramps: {fileID: 0}
Gramps: {fileID: 1816821696199921329}
Hit: {fileID: 5303799939770479509}
Player: {fileID: 2020085808268724872}
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View file

@ -10,7 +10,7 @@ namespace HeavenStudio.Games.Loaders
{
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")
{

View file

@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Loaders
{
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")
{
@ -155,6 +155,7 @@ namespace HeavenStudio.Games
[SerializeField] ParticleSystem fallingStars;
[SerializeField] ParticleSystem fallingStarsBack;
[SerializeField] Transform launchPad;
[SerializeField] Transform launchPadRotatable;
[SerializeField] Transform spawnPad;
[SerializeField] Scroll scrollScript;
[SerializeField] Animator lensFlareAnim;
@ -302,20 +303,20 @@ namespace HeavenStudio.Games
{
if (normalizedBeat > 1)
{
launchPad.rotation = Quaternion.Euler(0, 0, currentPadRotation);
launchPadRotatable.rotation = Quaternion.Euler(0, 0, currentPadRotation);
}
else
{
if (currentRotLength < 0)
{
launchPad.rotation = Quaternion.Euler(0, 0, currentPadRotation);
launchPadRotatable.rotation = Quaternion.Euler(0, 0, currentPadRotation);
}
else
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastRotEase);
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)
{
lastPadRotation = launchPad.rotation.eulerAngles.z;
lastPadRotation = launchPadRotatable.rotation.eulerAngles.z;
currentRotBeat = allRotEvents[currentRotIndex].beat;
currentRotLength = allRotEvents[currentRotIndex].length;
currentPadRotation = allRotEvents[currentRotIndex]["rot"];

View file

@ -2,6 +2,8 @@ using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using static HeavenStudio.Games.SpaceDance;
namespace HeavenStudio.Games.Loaders
{
@ -9,27 +11,78 @@ namespace HeavenStudio.Games.Loaders
public static class AgbSpaceDanceLoader
{
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")
{
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,
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")
{
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,
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")
{
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,
},
new GameAction("bop", "Bop")
parameters = new List<Param>()
{
function = delegate { SpaceDance.instance.Bop(eventCaller.currentEntity.beat); },
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("shootingStar", "Shooting Star")
{
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;
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 Dancer1;
public Animator Dancer2;
@ -47,6 +118,16 @@ namespace HeavenStudio.Games
public Animator Gramps;
public Animator Hit;
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;
@ -59,158 +140,403 @@ namespace HeavenStudio.Games
// Update is called once per frame
void Update()
{
if (PlayerInput.Pressed() && !IsExpectingInputNow())
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
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)
{
lastEase = (EasingFunction.Ease)ease;
shootingStarLength = length;
shootingStarStartBeat = beat;
isShootingStar = true;
}
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>()
{
ScheduleInput(beat, 1f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightEmpty);
MultiSound.Play(new 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.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);}),
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; }),
});
}
public void DoSitDown(float beat)
public void DoSitDown(float beat, int whoSpeaks, bool grampsSits)
{
canBop = false;
if (grampsSits) grampsCanBop = false;
ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, JustSit, SitMiss, Empty);
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
{
ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, SitSuccess, SitMiss, SitEmpty);
MultiSound.Play(new MultiSound.Sound[] {
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.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);}),
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; }),
});
}
public void DoPunch(float beat)
public void DoPunch(float beat, int whoSpeaks, bool grampsPunches)
{
canBop = false;
if (grampsPunches) grampsCanBop = false;
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, JustPunch, PunchMiss, Empty);
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
{
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, PunchSuccess, PunchMiss, PunchEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("spaceDance/voicelessPunch", beat),
new MultiSound.Sound("spaceDance/dancerPa", beat),
new MultiSound.Sound("spaceDance/voicelessPunch", beat + 0.5f),
new MultiSound.Sound("spaceDance/dancerPa", beat + 0.5f),
new MultiSound.Sound("spaceDance/voicelessPunch", beat + 1f),
};
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>()
{
new BeatAction.Action(beat, delegate { DancerP.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer1.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer2.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer3.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat + 0.5f, delegate { DancerP.Play("PunchStartOuter", -1, 0);}),
new BeatAction.Action(beat + 0.5f, delegate { Dancer1.Play("PunchStartOuter", -1, 0);}),
new BeatAction.Action(beat + 0.5f, delegate { Dancer2.Play("PunchStartOuter", -1, 0);}),
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 + 1f, delegate { Dancer1.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { Dancer1.Play("PunchDo", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { Dancer2.Play("PunchDo", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { Dancer3.Play("PunchDo", -1, 0);}),
new BeatAction.Action(beat, delegate { DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat, delegate
{
Dancer3.DoScaledAnimationAsync("PunchStartInner", 0.5f);
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartOdd", 0.5f);
}),
new BeatAction.Action(beat + 0.5f, delegate { DancerP.DoScaledAnimationAsync("PunchStartOuter", 0.5f);}),
new BeatAction.Action(beat + 0.5f, delegate { Dancer1.DoScaledAnimationAsync("PunchStartOuter", 0.5f);}),
new BeatAction.Action(beat + 0.5f, delegate { Dancer2.DoScaledAnimationAsync("PunchStartOuter", 0.5f);}),
new BeatAction.Action(beat + 0.5f, delegate
{
Dancer3.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
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>()
{
new BeatAction.Action(beat, delegate { DancerP.Play("Bop", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer1.Play("Bop", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer2.Play("Bop", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer3.Play("Bop", -1, 0);}),
});
canBop = true;
DancerP.DoScaledAnimationAsync("Bop", 0.5f);
Dancer1.DoScaledAnimationAsync("Bop", 0.5f);
Dancer2.DoScaledAnimationAsync("Bop", 0.5f);
Dancer3.DoScaledAnimationAsync("Bop", 0.5f);
}
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");
DancerP.Play("TurnRightDo", -1, 0);
DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f);
}
public void RightMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("spaceDance/inputBad2");
DancerP.Play("Ouch", -1, 0);
DancerP.DoScaledAnimationAsync("Ouch", 0.5f);
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(PlayerActionEvent caller, float state)
public void SitSuccess()
{
Jukebox.PlayOneShotGame("spaceDance/inputGood");
DancerP.Play("SitDownDo", -1, 0);
DancerP.DoScaledAnimationAsync("SitDownDo", 0.5f);
}
public void SitMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("spaceDance/inputBad2");
DancerP.Play("Ouch", -1, 0);
DancerP.DoScaledAnimationAsync("Ouch", 0.5f);
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(PlayerActionEvent caller, float state)
public void PunchSuccess()
{
Jukebox.PlayOneShotGame("spaceDance/inputGood");
DancerP.Play("PunchDo", -1, 0);
DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
}
public void PunchMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("spaceDance/inputBad2");
DancerP.Play("Ouch", -1, 0);
DancerP.DoScaledAnimationAsync("Ouch", 0.5f);
Hit.Play("HitPunch", -1, 0);
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
}
public void PunchEmpty(PlayerActionEvent caller)
{
}
public void Empty(PlayerActionEvent caller) { }
}