mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
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:
parent
31da780d3d
commit
04d79f53ce
6 changed files with 490 additions and 135 deletions
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bg: {fileID: 2610373406746728028}
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shootingStarAnim: {fileID: 4983040283415321214}
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Dancer2: {fileID: 8384936998978932668}
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AnimatorController:
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m_ObjectHideFlags: 0
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@ -10,7 +10,7 @@ namespace HeavenStudio.Games.Loaders
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("kitties", "Kitties! \n<color=#eb5454>[WIP]</color>", "0058CE", false, false, new List<GameAction>()
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return new Minigame("kitties", "Kitties!", "0058CE", false, false, new List<GameAction>()
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{
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new GameAction("clap", "Cat Clap")
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{
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@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Loaders
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("launchParty", "Launch Party \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>()
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return new Minigame("launchParty", "Launch Party", "000000", false, false, new List<GameAction>()
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{
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new GameAction("rocket", "Family Model")
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{
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@ -155,6 +155,7 @@ namespace HeavenStudio.Games
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[SerializeField] ParticleSystem fallingStars;
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[SerializeField] ParticleSystem fallingStarsBack;
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[SerializeField] Transform launchPad;
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[SerializeField] Transform launchPadRotatable;
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[SerializeField] Transform spawnPad;
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[SerializeField] Scroll scrollScript;
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[SerializeField] Animator lensFlareAnim;
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@ -302,20 +303,20 @@ namespace HeavenStudio.Games
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{
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if (normalizedBeat > 1)
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{
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launchPad.rotation = Quaternion.Euler(0, 0, currentPadRotation);
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launchPadRotatable.rotation = Quaternion.Euler(0, 0, currentPadRotation);
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}
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else
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{
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if (currentRotLength < 0)
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{
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launchPad.rotation = Quaternion.Euler(0, 0, currentPadRotation);
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launchPadRotatable.rotation = Quaternion.Euler(0, 0, currentPadRotation);
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}
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else
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(lastRotEase);
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float newRotZ = func(lastPadRotation, currentPadRotation, normalizedBeat);
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launchPad.rotation = Quaternion.Euler(0, 0, newRotZ);
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launchPadRotatable.rotation = Quaternion.Euler(0, 0, newRotZ);
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}
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}
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}
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{
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if (currentRotIndex < allRotEvents.Count && currentRotIndex >= 0)
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{
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lastPadRotation = launchPad.rotation.eulerAngles.z;
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lastPadRotation = launchPadRotatable.rotation.eulerAngles.z;
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currentRotBeat = allRotEvents[currentRotIndex].beat;
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currentRotLength = allRotEvents[currentRotIndex].length;
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currentPadRotation = allRotEvents[currentRotIndex]["rot"];
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@ -2,6 +2,8 @@ using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using static HeavenStudio.Games.SpaceDance;
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namespace HeavenStudio.Games.Loaders
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{
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public static class AgbSpaceDanceLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("spaceDance", "Space Dance \n<color=#eb5454>[WIP]</color>", "FFFF34", false, false, new List<GameAction>()
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return new Minigame("spaceDance", "Space Dance", "FFFF34", false, false, new List<GameAction>()
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{
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new GameAction("turn right", "Turn Right")
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{
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function = delegate { SpaceDance.instance.DoTurnRight(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f,
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function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoTurnRight(e.beat, e["whoSpeaks"], e["gramps"]); },
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defaultLength = 2.0f,
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parameters = new List<Param>()
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{
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new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Who Speaks?", "Who will say the voice line for the cue?"),
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new Param("gramps", false, "Space Gramps Animations", "Will Space Gramps turn right?")
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}
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},
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new GameAction("sit down", "Sit Down")
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{
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function = delegate { SpaceDance.instance.DoSitDown(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f,
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function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoSitDown(e.beat, e["whoSpeaks"], e["gramps"]); },
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defaultLength = 2.0f,
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parameters = new List<Param>()
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{
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new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Who Speaks?", "Who will say the voice line for the cue?"),
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new Param("gramps", false, "Space Gramps Animations", "Will Space Gramps turn right?")
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}
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},
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new GameAction("punch", "Punch")
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{
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function = delegate { SpaceDance.instance.DoPunch(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f,
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function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoPunch(e.beat, e["whoSpeaks"], e["gramps"]); },
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defaultLength = 2.0f,
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parameters = new List<Param>()
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{
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new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Who Speaks?", "Who will say the voice line for the cue?"),
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new Param("gramps", false, "Space Gramps Animations", "Will Space Gramps turn right?")
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}
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},
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new GameAction("bop", "Bop")
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new GameAction("shootingStar", "Shooting Star")
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{
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function = delegate { SpaceDance.instance.Bop(eventCaller.currentEntity.beat); },
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function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateShootingStar(e.beat, e.length, e["ease"]); },
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defaultLength = 2f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the shooting of the stars use?")
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}
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},
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new GameAction("changeBG", "Change Background Color")
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{
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function = delegate {var e = eventCaller.currentEntity; SpaceDance.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]); },
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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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."),
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new Param("end", SpaceDance.defaultBGColor, "End Color", "The end color for the fade."),
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new Param("toggle", false, "Instant", "Should the background instantly change color?")
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}
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},
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new GameAction("bop", "Single Bop")
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{
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function = delegate { SpaceDance.instance.Bop(); SpaceDance.instance.GrampsBop(eventCaller.currentEntity["gramps"]); },
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parameters = new List<Param>()
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{
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new Param("gramps", false, "Gramps Bop", "Should Space Gramps bop with the dancers?")
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}
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},
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new GameAction("bopToggle", "Bop Toggle")
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{
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function = delegate { SpaceDance.instance.shouldBop = eventCaller.currentEntity["toggle"]; SpaceDance.instance.spaceGrampsShouldBop = eventCaller.currentEntity["gramps"]; },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Should bop?", "Should the dancers bop?"),
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new Param("gramps", false, "Gramps Bop", "Should Space Gramps bop with the dancers?")
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}
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||||
}
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||||
});
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}
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}
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@ -40,6 +93,24 @@ namespace HeavenStudio.Games
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// using Scripts_SpaceDance;
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public class SpaceDance : Minigame
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||||
{
|
||||
private static Color _defaultBGColor;
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||||
public static Color defaultBGColor
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||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#0014D6", out _defaultBGColor);
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return _defaultBGColor;
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}
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}
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public enum WhoSpeaks
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{
|
||||
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)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("spaceDance/inputBad");
|
||||
// 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 (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)
|
||||
{
|
||||
ScheduleInput(beat, 1f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightEmpty);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("spaceDance/voicelessTurn", beat),
|
||||
new MultiSound.Sound("spaceDance/dancerTurn", beat),
|
||||
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f),
|
||||
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>()
|
||||
{
|
||||
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);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("spaceDance/voicelessSit", beat),
|
||||
new MultiSound.Sound("spaceDance/dancerLets", beat),
|
||||
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f),
|
||||
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f),
|
||||
canBop = false;
|
||||
if (grampsSits) grampsCanBop = false;
|
||||
ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, JustSit, SitMiss, Empty);
|
||||
List<MultiSound.Sound> soundsToPlay = new List<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.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);
|
||||
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),
|
||||
new MultiSound.Sound("spaceDance/dancerPa", beat + 1f),
|
||||
new MultiSound.Sound("spaceDance/dancerPunch", beat + 1.5f),
|
||||
});
|
||||
canBop = false;
|
||||
if (grampsPunches) grampsCanBop = false;
|
||||
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, JustPunch, PunchMiss, Empty);
|
||||
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
|
||||
{
|
||||
new MultiSound.Sound("spaceDance/voicelessPunch", beat),
|
||||
new MultiSound.Sound("spaceDance/voicelessPunch", 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) { }
|
||||
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue