From 1d35e885335905bf19ef603eb1f91f3c85d198bd Mon Sep 17 00:00:00 2001
From: playinful <82474412+playinful@users.noreply.github.com>
Date: Tue, 12 Mar 2024 14:58:59 -0400
Subject: [PATCH] Freeze Frame (#784)
* Freeze Frame
Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx
-playinful
* Freeze Frame - finishing touches before finalized assets
Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now.
* i fixed a couple bugs
the dim screen is back and no input duplication when switching games. hallelujah
* FreezeFrame randomness update
hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly.
---
Assets/Resources/Games/freezeFrame.prefab | 4642 ++++++++++++++
.../Resources/Games/freezeFrame.prefab.meta | 7 +
.../Resources/Prefabs/Games/FreezeFrame.meta | 8 +
.../Prefabs/Games/FreezeFrame/FarCar.prefab | 5208 ++++++++++++++++
.../Games/FreezeFrame/FarCar.prefab.meta | 7 +
.../Prefabs/Games/FreezeFrame/NearCar.prefab | 5378 +++++++++++++++++
.../Games/FreezeFrame/NearCar.prefab.meta | 7 +
.../Games/FreezeFrame/Photograph.prefab | 1945 ++++++
.../Games/FreezeFrame/Photograph.prefab.meta | 7 +
.../Prefabs/Games/FreezeFrame/Walker.prefab | 641 ++
.../Games/FreezeFrame/Walker.prefab.meta | 7 +
Assets/Resources/Sfx/games/freezeFrame.meta | 8 +
.../freezeFrame/beginningSignal1.ogg.meta | 22 +
.../freezeFrame/beginningSignal2.ogg.meta | 22 +
.../Sfx/games/freezeFrame/fastCarFar.ogg.meta | 22 +
.../games/freezeFrame/fastCarNear.ogg.meta | 22 +
.../games/freezeFrame/pictureShow.ogg.meta | 22 +
.../Sfx/games/freezeFrame/result_Hi.ogg.meta | 22 +
.../Sfx/games/freezeFrame/result_Ng.ogg.meta | 22 +
.../Sfx/games/freezeFrame/result_Ok.ogg.meta | 22 +
.../Sfx/games/freezeFrame/shutter.ogg.meta | 22 +
.../Sfx/games/freezeFrame/slowCarFar.ogg.meta | 22 +
.../Editor/GameIcons/freezeFrame.png.meta | 135 +
.../GameIcons/freezeFrame_mask.png.meta | 123 +
.../Resources/Sprites/Games/FreezeFrame.meta | 8 +
.../Sprites/Games/FreezeFrame/Animations.meta | 8 +
.../FreezeFrame/Animations/CameraMan.meta | 8 +
.../FreezeFrame/Animations/CameraMan/Bop.anim | 1127 ++++
.../Animations/CameraMan/Bop.anim.meta | 8 +
.../Animations/CameraMan/CameraMan.controller | 217 +
.../CameraMan/CameraMan.controller.meta | 8 +
.../FreezeFrame/Animations/CameraMan/Cry.anim | 697 +++
.../Animations/CameraMan/Cry.anim.meta | 8 +
.../Animations/CameraMan/Flash.anim | 1163 ++++
.../Animations/CameraMan/Flash.anim.meta | 8 +
.../Animations/CameraMan/Happy.anim | 871 +++
.../Animations/CameraMan/Happy.anim.meta | 8 +
.../Animations/CameraMan/Idle.anim | 728 +++
.../Animations/CameraMan/Idle.anim.meta | 8 +
.../Animations/CameraMan/Oops.anim | 781 +++
.../Animations/CameraMan/Oops.anim.meta | 8 +
.../Games/FreezeFrame/Animations/Crowd.meta | 8 +
.../Animations/Crowd/Crowd.controller | 101 +
.../Animations/Crowd/Crowd.controller.meta | 8 +
.../FreezeFrame/Animations/Crowd/Hide.anim | 278 +
.../Animations/Crowd/Hide.anim.meta | 8 +
.../FreezeFrame/Animations/Crowd/Show.anim | 278 +
.../Animations/Crowd/Show.anim.meta | 8 +
.../Games/FreezeFrame/Animations/FarCar.meta | 8 +
.../Animations/FarCar/FarCar.controller | 219 +
.../Animations/FarCar/FarCar.controller.meta | 8 +
.../Animations/FarCar/FastCarGo.anim | 259 +
.../Animations/FarCar/FastCarGo.anim.meta | 8 +
.../FreezeFrame/Animations/FarCar/Idle.anim | 724 +++
.../Animations/FarCar/Idle.anim.meta | 8 +
.../Animations/FarCar/SlowCarGo.anim | 259 +
.../Animations/FarCar/SlowCarGo.anim.meta | 8 +
.../FreezeFrame/Animations/FarCar/Wait.anim | 143 +
.../Animations/FarCar/Wait.anim.meta | 8 +
.../Games/FreezeFrame/Animations/Intro.meta | 8 +
.../FreezeFrame/Animations/Intro/Enter.anim | 295 +
.../Animations/Intro/Enter.anim.meta | 8 +
.../FreezeFrame/Animations/Intro/Exit.anim | 295 +
.../Animations/Intro/Exit.anim.meta | 8 +
.../Animations/Intro/Intro.controller | 277 +
.../Animations/Intro/Intro.controller.meta | 8 +
.../FreezeFrame/Animations/Intro/Light01.anim | 74 +
.../Animations/Intro/Light01.anim.meta | 8 +
.../FreezeFrame/Animations/Intro/Light02.anim | 74 +
.../Animations/Intro/Light02.anim.meta | 8 +
.../FreezeFrame/Animations/Intro/Light03.anim | 74 +
.../Animations/Intro/Light03.anim.meta | 8 +
.../Animations/Intro/LightsOff.anim | 71 +
.../Animations/Intro/LightsOff.anim.meta | 8 +
.../FreezeFrame/Animations/Intro/Wait.anim | 223 +
.../Animations/Intro/Wait.anim.meta | 8 +
.../Games/FreezeFrame/Animations/NearCar.meta | 8 +
.../Animations/NearCar/FastCarGo.anim | 259 +
.../Animations/NearCar/FastCarGo.anim.meta | 8 +
.../FreezeFrame/Animations/NearCar/Idle.anim | 1693 ++++++
.../Animations/NearCar/Idle.anim.meta | 8 +
.../Animations/NearCar/NearCar.controller | 190 +
.../NearCar/NearCar.controller.meta | 8 +
.../Animations/NearCar/SlowCarGo.anim | 259 +
.../Animations/NearCar/SlowCarGo.anim.meta | 8 +
.../FreezeFrame/Animations/NearCar/Wait.anim | 143 +
.../Animations/NearCar/Wait.anim.meta | 8 +
.../FreezeFrame/Animations/Photograph.meta | 8 +
.../Photograph/Cameo_Dude1_Left_Early.anim | 483 ++
.../Cameo_Dude1_Left_Early.anim.meta | 8 +
.../Photograph/Cameo_Dude1_Left_Late.anim | 483 ++
.../Cameo_Dude1_Left_Late.anim.meta | 8 +
.../Photograph/Cameo_Dude1_Left_Perfect.anim | 483 ++
.../Cameo_Dude1_Left_Perfect.anim.meta | 8 +
.../Photograph/Cameo_Dude1_Right_Early.anim | 403 ++
.../Cameo_Dude1_Right_Early.anim.meta | 8 +
.../Photograph/Cameo_Dude1_Right_Late.anim | 403 ++
.../Cameo_Dude1_Right_Late.anim.meta | 8 +
.../Photograph/Cameo_Dude1_Right_Perfect.anim | 323 +
.../Cameo_Dude1_Right_Perfect.anim.meta | 8 +
.../Photograph/Cameo_Dude2_Left_Early.anim | 513 ++
.../Cameo_Dude2_Left_Early.anim.meta | 8 +
.../Photograph/Cameo_Dude2_Left_Late.anim | 513 ++
.../Cameo_Dude2_Left_Late.anim.meta | 8 +
.../Photograph/Cameo_Dude2_Left_Perfect.anim | 513 ++
.../Cameo_Dude2_Left_Perfect.anim.meta | 8 +
.../Photograph/Cameo_Dude2_Right_Early.anim | 433 ++
.../Cameo_Dude2_Right_Early.anim.meta | 8 +
.../Photograph/Cameo_Dude2_Right_Late.anim | 433 ++
.../Cameo_Dude2_Right_Late.anim.meta | 8 +
.../Photograph/Cameo_Dude2_Right_Perfect.anim | 353 ++
.../Cameo_Dude2_Right_Perfect.anim.meta | 8 +
.../Animations/Photograph/Cameo_Ghost.anim | 323 +
.../Photograph/Cameo_Ghost.anim.meta | 8 +
.../Cameo_Girlfriend_Left_Early.anim | 498 ++
.../Cameo_Girlfriend_Left_Early.anim.meta | 8 +
.../Cameo_Girlfriend_Left_Late.anim | 498 ++
.../Cameo_Girlfriend_Left_Late.anim.meta | 8 +
.../Cameo_Girlfriend_Left_Perfect.anim | 483 ++
.../Cameo_Girlfriend_Left_Perfect.anim.meta | 8 +
.../Cameo_Girlfriend_Right_Early.anim | 338 ++
.../Cameo_Girlfriend_Right_Early.anim.meta | 8 +
.../Cameo_Girlfriend_Right_Late.anim | 418 ++
.../Cameo_Girlfriend_Right_Late.anim.meta | 8 +
.../Cameo_Girlfriend_Right_Perfect.anim | 323 +
.../Cameo_Girlfriend_Right_Perfect.anim.meta | 8 +
.../Animations/Photograph/Cameo_Ninja.anim | 323 +
.../Photograph/Cameo_Ninja.anim.meta | 8 +
.../Animations/Photograph/Cameo_None.anim | 323 +
.../Photograph/Cameo_None.anim.meta | 8 +
.../Photograph/Cameo_PeaceFast.anim | 513 ++
.../Photograph/Cameo_PeaceFast.anim.meta | 8 +
.../Photograph/Cameo_PeaceSlow.anim | 513 ++
.../Photograph/Cameo_PeaceSlow.anim.meta | 8 +
.../Animations/Photograph/Cameo_Rats.anim | 323 +
.../Photograph/Cameo_Rats.anim.meta | 8 +
.../Animations/Photograph/FastCar_Early.anim | 223 +
.../Photograph/FastCar_Early.anim.meta | 8 +
.../Animations/Photograph/FastCar_Late.anim | 223 +
.../Photograph/FastCar_Late.anim.meta | 8 +
.../Photograph/FastCar_Perfect.anim | 143 +
.../Photograph/FastCar_Perfect.anim.meta | 8 +
.../Animations/Photograph/Hide.anim | 98 +
.../Animations/Photograph/Hide.anim.meta | 8 +
.../Animations/Photograph/NoCar.anim | 143 +
.../Animations/Photograph/NoCar.anim.meta | 8 +
.../Photograph/Photograph.controller | 1062 ++++
.../Photograph/Photograph.controller.meta | 8 +
.../Animations/Photograph/Show.anim | 98 +
.../Animations/Photograph/Show.anim.meta | 8 +
.../Animations/Photograph/SlowCar_Early.anim | 223 +
.../Photograph/SlowCar_Early.anim.meta | 8 +
.../Animations/Photograph/SlowCar_Late.anim | 223 +
.../Photograph/SlowCar_Late.anim.meta | 8 +
.../Photograph/SlowCar_Perfect.anim | 143 +
.../Photograph/SlowCar_Perfect.anim.meta | 8 +
.../Games/FreezeFrame/Animations/Result.meta | 8 +
.../FreezeFrame/Animations/Result/Batsu.anim | 323 +
.../Animations/Result/Batsu.anim.meta | 8 +
.../FreezeFrame/Animations/Result/Maru.anim | 323 +
.../Animations/Result/Maru.anim.meta | 8 +
.../FreezeFrame/Animations/Result/None.anim | 323 +
.../Animations/Result/None.anim.meta | 8 +
.../Animations/Result/Result.controller | 246 +
.../Animations/Result/Result.controller.meta | 8 +
.../Animations/Result/Sankaku.anim | 323 +
.../Animations/Result/Sankaku.anim.meta | 8 +
.../Animations/Result/ThumbsDown.anim | 359 ++
.../Animations/Result/ThumbsDown.anim.meta | 8 +
.../Animations/Result/ThumbsSide.anim | 359 ++
.../Animations/Result/ThumbsSide.anim.meta | 8 +
.../Animations/Result/ThumbsUp.anim | 359 ++
.../Animations/Result/ThumbsUp.anim.meta | 8 +
.../Games/FreezeFrame/Animations/Shutter.meta | 8 +
.../FreezeFrame/Animations/Shutter/Hold.anim | 133 +
.../Animations/Shutter/Hold.anim.meta | 8 +
.../FreezeFrame/Animations/Shutter/Shut.anim | 313 +
.../Animations/Shutter/Shut.anim.meta | 8 +
.../Animations/Shutter/Shutter.controller | 101 +
.../Shutter/Shutter.controller.meta | 8 +
.../Games/FreezeFrame/Animations/Walker.meta | 8 +
.../FreezeFrame/Animations/Walker/Bop.anim | 1613 +++++
.../Animations/Walker/Bop.anim.meta | 8 +
.../FreezeFrame/Animations/Walker/Dude1.anim | 173 +
.../Animations/Walker/Dude1.anim.meta | 8 +
.../FreezeFrame/Animations/Walker/Dude2.anim | 173 +
.../Animations/Walker/Dude2.anim.meta | 8 +
.../Animations/Walker/EnterLeft.anim | 249 +
.../Animations/Walker/EnterLeft.anim.meta | 8 +
.../Animations/Walker/EnterRight.anim | 249 +
.../Animations/Walker/EnterRight.anim.meta | 8 +
.../Animations/Walker/Girlfriend.anim | 143 +
.../Animations/Walker/Girlfriend.anim.meta | 8 +
.../FreezeFrame/Animations/Walker/Idle.anim | 533 ++
.../Animations/Walker/Idle.anim.meta | 8 +
.../FreezeFrame/Animations/Walker/Stay.anim | 53 +
.../Animations/Walker/Stay.anim.meta | 8 +
.../Animations/Walker/Walker.controller | 337 ++
.../Animations/Walker/Walker.controller.meta | 8 +
.../Games/FreezeFrame/CameraMan_BG.png.meta | 497 ++
.../FreezeFrame/CameraMan_extra.png.meta | 189 +
.../FreezeFrame/CameraMan_other.png.meta | 1381 +++++
.../Games/FreezeFrame/CloudParticle.png.meta | 123 +
.../FreezeFrame/CloudParticleMaterial.mat | 109 +
.../CloudParticleMaterial.mat.meta | 8 +
Assets/Scripts/Common/StickyCanvas.cs | 44 +
Assets/Scripts/Common/StickyCanvas.cs.meta | 11 +
Assets/Scripts/Games/FreezeFrame.meta | 8 +
.../Scripts/Games/FreezeFrame/FreezeFrame.cs | 1400 +++++
.../Games/FreezeFrame/FreezeFrame.cs.meta | 11 +
.../Scripts/Games/FreezeFrame/Photograph.cs | 159 +
.../Games/FreezeFrame/Photograph.cs.meta | 11 +
...mes.Minigames.MinigameLoaderGenerator.g.cs | 10 +
213 files changed, 54296 insertions(+)
create mode 100644 Assets/Resources/Games/freezeFrame.prefab
create mode 100644 Assets/Resources/Games/freezeFrame.prefab.meta
create mode 100644 Assets/Resources/Prefabs/Games/FreezeFrame.meta
create mode 100644 Assets/Resources/Prefabs/Games/FreezeFrame/FarCar.prefab
create mode 100644 Assets/Resources/Prefabs/Games/FreezeFrame/FarCar.prefab.meta
create mode 100644 Assets/Resources/Prefabs/Games/FreezeFrame/NearCar.prefab
create mode 100644 Assets/Resources/Prefabs/Games/FreezeFrame/NearCar.prefab.meta
create mode 100644 Assets/Resources/Prefabs/Games/FreezeFrame/Photograph.prefab
create mode 100644 Assets/Resources/Prefabs/Games/FreezeFrame/Photograph.prefab.meta
create mode 100644 Assets/Resources/Prefabs/Games/FreezeFrame/Walker.prefab
create mode 100644 Assets/Resources/Prefabs/Games/FreezeFrame/Walker.prefab.meta
create mode 100644 Assets/Resources/Sfx/games/freezeFrame.meta
create mode 100644 Assets/Resources/Sfx/games/freezeFrame/beginningSignal1.ogg.meta
create mode 100644 Assets/Resources/Sfx/games/freezeFrame/beginningSignal2.ogg.meta
create mode 100644 Assets/Resources/Sfx/games/freezeFrame/fastCarFar.ogg.meta
create mode 100644 Assets/Resources/Sfx/games/freezeFrame/fastCarNear.ogg.meta
create mode 100644 Assets/Resources/Sfx/games/freezeFrame/pictureShow.ogg.meta
create mode 100644 Assets/Resources/Sfx/games/freezeFrame/result_Hi.ogg.meta
create mode 100644 Assets/Resources/Sfx/games/freezeFrame/result_Ng.ogg.meta
create mode 100644 Assets/Resources/Sfx/games/freezeFrame/result_Ok.ogg.meta
create mode 100644 Assets/Resources/Sfx/games/freezeFrame/shutter.ogg.meta
create mode 100644 Assets/Resources/Sfx/games/freezeFrame/slowCarFar.ogg.meta
create mode 100644 Assets/Resources/Sprites/Editor/GameIcons/freezeFrame.png.meta
create mode 100644 Assets/Resources/Sprites/Editor/GameIcons/freezeFrame_mask.png.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/Bop.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/Bop.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/CameraMan.controller
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/CameraMan.controller.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/Cry.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/Cry.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/Flash.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/Flash.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/Happy.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/Happy.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/Idle.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/Idle.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/Oops.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/CameraMan/Oops.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Crowd.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Crowd/Crowd.controller
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Crowd/Crowd.controller.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Crowd/Hide.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Crowd/Hide.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Crowd/Show.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Crowd/Show.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/FarCar.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/FarCar/FarCar.controller
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/FarCar/FarCar.controller.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/FarCar/FastCarGo.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/FarCar/FastCarGo.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/FarCar/Idle.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/FarCar/Idle.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/FarCar/SlowCarGo.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/FarCar/SlowCarGo.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/FarCar/Wait.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/FarCar/Wait.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Enter.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Enter.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Exit.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Exit.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Intro.controller
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Intro.controller.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Light01.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Light01.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Light02.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Light02.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Light03.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Light03.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/LightsOff.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/LightsOff.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Wait.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Intro/Wait.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/NearCar.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/NearCar/FastCarGo.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/NearCar/FastCarGo.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/NearCar/Idle.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/NearCar/Idle.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/NearCar/NearCar.controller
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/NearCar/NearCar.controller.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/NearCar/SlowCarGo.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/NearCar/SlowCarGo.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/NearCar/Wait.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/NearCar/Wait.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude1_Left_Early.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude1_Left_Early.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude1_Left_Late.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude1_Left_Late.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude1_Left_Perfect.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude1_Left_Perfect.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude1_Right_Early.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude1_Right_Early.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude1_Right_Late.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude1_Right_Late.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude1_Right_Perfect.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude1_Right_Perfect.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude2_Left_Early.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude2_Left_Early.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude2_Left_Late.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude2_Left_Late.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude2_Left_Perfect.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude2_Left_Perfect.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude2_Right_Early.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude2_Right_Early.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude2_Right_Late.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude2_Right_Late.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude2_Right_Perfect.anim
create mode 100644 Assets/Resources/Sprites/Games/FreezeFrame/Animations/Photograph/Cameo_Dude2_Right_Perfect.anim.meta
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index 00000000..d3d0013f
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+ freezeFrame_sankaku: 180920831
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+ freezeFrame_thumbsDown: -282595921
+ freezeFrame_thumbsSide: 850559141
+ freezeFrame_thumbsUp: 1894570421
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+ pSDShowRemoveMatteOption: 0
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diff --git a/Assets/Resources/Sprites/Games/FreezeFrame/CloudParticle.png.meta b/Assets/Resources/Sprites/Games/FreezeFrame/CloudParticle.png.meta
new file mode 100644
index 00000000..8e418065
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diff --git a/Assets/Resources/Sprites/Games/FreezeFrame/CloudParticleMaterial.mat b/Assets/Resources/Sprites/Games/FreezeFrame/CloudParticleMaterial.mat
new file mode 100644
index 00000000..3ae1ae9e
--- /dev/null
+++ b/Assets/Resources/Sprites/Games/FreezeFrame/CloudParticleMaterial.mat
@@ -0,0 +1,109 @@
+%YAML 1.1
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diff --git a/Assets/Resources/Sprites/Games/FreezeFrame/CloudParticleMaterial.mat.meta b/Assets/Resources/Sprites/Games/FreezeFrame/CloudParticleMaterial.mat.meta
new file mode 100644
index 00000000..f827c541
--- /dev/null
+++ b/Assets/Resources/Sprites/Games/FreezeFrame/CloudParticleMaterial.mat.meta
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diff --git a/Assets/Scripts/Common/StickyCanvas.cs b/Assets/Scripts/Common/StickyCanvas.cs
new file mode 100644
index 00000000..a2b0f29c
--- /dev/null
+++ b/Assets/Scripts/Common/StickyCanvas.cs
@@ -0,0 +1,44 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace HeavenStudio.Common
+{
+ public class StickyCanvas : MonoBehaviour
+ {
+ ///
+ /// Attach to a GameObject to make the object follow the camera while also moving with the viewport.
+ /// Can be enabled or disabled.
+ /// May malfunction when rescaled.
+ ///
+ private Vector3 _OriginalPosition;
+ private Quaternion _OriginalRotation;
+
+ [SerializeField] public bool Sticky = true;
+ [SerializeField] float CameraOffset = 10;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ _OriginalPosition = transform.position;
+ _OriginalRotation = transform.rotation;
+ }
+
+ void Update()
+ {
+ if (!Sticky)
+ {
+ transform.position = _OriginalPosition;
+ transform.rotation = _OriginalRotation;
+ return;
+ }
+
+ if (Conductor.instance == null) return;
+ Transform target = GameCamera.instance.transform;
+
+ Vector3 displacement = target.forward * CameraOffset;
+ transform.position = target.position + displacement;
+ transform.rotation = target.rotation;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Common/StickyCanvas.cs.meta b/Assets/Scripts/Common/StickyCanvas.cs.meta
new file mode 100644
index 00000000..09968430
--- /dev/null
+++ b/Assets/Scripts/Common/StickyCanvas.cs.meta
@@ -0,0 +1,11 @@
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+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Scripts/Games/FreezeFrame.meta b/Assets/Scripts/Games/FreezeFrame.meta
new file mode 100644
index 00000000..e0b8b0e3
--- /dev/null
+++ b/Assets/Scripts/Games/FreezeFrame.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 69ecb8f1748be654185bbb71304db8fa
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
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diff --git a/Assets/Scripts/Games/FreezeFrame/FreezeFrame.cs b/Assets/Scripts/Games/FreezeFrame/FreezeFrame.cs
new file mode 100644
index 00000000..ee9b9abc
--- /dev/null
+++ b/Assets/Scripts/Games/FreezeFrame/FreezeFrame.cs
@@ -0,0 +1,1400 @@
+using System;
+using System.Linq;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using HeavenStudio.Util;
+using HeavenStudio.InputSystem;
+
+using Jukebox;
+
+namespace HeavenStudio.Games.Loaders
+{
+ using static Minigames;
+ public static class NtrFreezeFrameLoader
+ {
+ public static Minigame AddGame(EventCaller eventCaller)
+ {
+ return new Minigame("freezeFrame", "Freeze Frame", "8b93b4", false, false, new List()
+ {
+ new GameAction("bop", "Bop")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetBopping(e.beat, e.length, e["bop"], e["autoBop"], e["blink"], e["autoBlink"]); },
+ defaultLength = 1f,
+ resizable = true,
+ parameters = new List()
+ {
+ new Param("bop", false, "Bop", "Set the type of photo to use."),
+ new Param("autoBop", true, "Bop (Auto)", "Set the type of photo to use."),
+ new Param("blink", false, "Crosshair Blink", "Set the type of photo to use."),
+ new Param("autoBlink", true, "Crosshair Blink (Auto)", "Set the type of photo to use."),
+ }
+ },
+ // cues
+ new GameAction("slowCar", "Slow Car")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SlowCarCue(e.beat, e["variant"]); },
+ defaultLength = 3f,
+ inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!(bool)e["mute"]) FreezeFrame.SlowCarSFX(); },
+ parameters = new List()
+ {
+ new Param("variant", FreezeFrame.PhotoType.Random, "Photo Variant", "Set the type of photo to use."),
+ new Param("mute", false, "Mute", "Mute the sound of the cue."),
+ new Param("autoShowPhotos", true, "Auto Show Photos", "Automagically show the photos after they're taken.", new List()
+ {
+ new Param.CollapseParam((x, _) => (bool)x, new string[] { "gradeType", "audience" })
+ }),
+ new Param("gradeType", FreezeFrame.GradeType.Symbols, "Rating Type", "Choose whether to use the English or Japanese variant of the grading screen."),
+ new Param("audience", true, "Crowd Cheer", "Set whether or not the audience should cheer when the photos are shown."),
+ }
+ },
+ new GameAction("fastCar", "Fast Car")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.FastCarCue(e.beat, e["variant"]); },
+ defaultLength = 3f,
+ inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!(bool)e["mute"]) FreezeFrame.FastCarSFX(); },
+ parameters = new List()
+ {
+ new Param("variant", FreezeFrame.PhotoType.Random, "Photo Variant", "Set the type of photo to use."),
+ new Param("mute", false, "Mute", "Mute the sound of the cue."),
+ new Param("autoShowPhotos", true, "Auto Show Photos", "Automagically show the photos after they're taken.", new List()
+ {
+ new Param.CollapseParam((x, _) => (bool)x, new string[] { "gradeType", "audience" })
+ }),
+ new Param("gradeType", FreezeFrame.GradeType.Symbols, "Rating Type", "Choose whether to use the English or Japanese variant of the grading screen."),
+ new Param("audience", true, "Crowd Cheer", "Set whether or not the audience should cheer when the photos are shown."),
+ }
+ },
+ new GameAction("showPhotos", "Show Photos")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.ShowPhotos(e.beat, e.length, e["gradeType"], e["audience"], e["clearCache"]); },
+ defaultLength = 1,
+ resizable = true,
+ parameters = new List()
+ {
+ new Param("gradeType", FreezeFrame.GradeType.Symbols, "Rating Type", "Choose whether to use the English or Japanese variant of the grading screen."),
+ new Param("audience", true, "Crowd Cheer", "Set whether or not the audience should cheer when the photos are shown."),
+ new Param("clearCache", true, "Clear Photos", "Clears the photo cache after the photos are shown."),
+ }
+ },
+ new GameAction("clearPhotos", "Clear Photo Cache")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.ClearPhotos(); },
+ inactiveFunction = delegate { var e = eventCaller.currentEntity; FreezeFrame.ClearPhotos(); },
+ defaultLength = 0.5f,
+ parameters = new List()
+ {
+ }
+ },
+ // distractions
+ new GameAction("spawnPerson", "Spawn Walker")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SummonWalker(e); },
+ defaultLength = 4f,
+ resizable = true,
+ parameters = new List()
+ {
+ new Param("personType", FreezeFrame.PersonType.Dude1, "Walker Type", "Choose the type of walker to spawn."),
+ new Param("direction", FreezeFrame.PersonDirection.Random, "Direction", "Choose the direction from which to spawn the walker."),
+ new Param("layer", new EntityTypes.Integer(-10, 10, 0), "Layer", "The layer on which this walker should spawn (higher numbers are shown in front)."),
+ }
+ },
+ new GameAction("spawnCrowd", "Show/Hide Crowd")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.ToggleCrowd(e.beat, e["crowd"], e["customCrowd"], e["crowdFarLeft"], e["crowdLeft"], e["crowdRight"], e["crowdFarRight"], e["billboard"]); },
+ defaultLength = 0.5f,
+ parameters = new List()
+ {
+ new Param("crowd", true, "Show Crowd", "Choose whether to spawn or despawn the crowd."),
+ new Param("customCrowd", false, "Custom Crowd", "Select to customize the crowd.", new List()
+ {
+ new Param.CollapseParam((x, _) => (bool)x, new string[] { "crowdFarLeft", "crowdLeft", "crowdRight", "crowdFarRight" })
+ }),
+ new Param("crowdFarLeft" , FreezeFrame.CustomCrowdType.PinkDancers, "Far Left" , "Select the graphic to display on the far left."),
+ new Param("crowdLeft" , FreezeFrame.CustomCrowdType.YellowDancers, "Center Left" , "Select the graphic to display on the near left."),
+ new Param("crowdRight" , FreezeFrame.CustomCrowdType.TealDancers, "Center Right", "Select the graphic to display on the near right."),
+ new Param("crowdFarRight", FreezeFrame.CustomCrowdType.PinkDancers, "Far Right" , "Select the graphic to display on the far right."),
+ new Param("billboard", false, "Show Billboard", "Choose whether to show or hide the billboards."),
+ }
+ },
+ new GameAction("introSign", "Intro Sign")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.DoIntroSign(e.beat, e.length, e["enter"], e["ease"]); },
+ defaultLength = 4f,
+ resizable = true,
+ parameters = new List()
+ {
+ new Param("enter", true, "Enter", "Choose the sign should enter or exit."),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
+ }
+ },
+ new GameAction("introLights", "Intro Lights")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.IntroLightsAnim(e.beat, e.length, e["lightsOn"]); FreezeFrame.IntroLightsSound(e.beat, e.length, e["lightsOn"]); },
+ inactiveFunction = delegate { var e = eventCaller.currentEntity; FreezeFrame.IntroLightsSound(e.beat, e.length, e["lightsOn"]); },
+ defaultLength = 1f,
+ resizable = true,
+ parameters = new List()
+ {
+ new Param("lightsOn", true, "Turn Lights On", "Choose whether to turn the lights on or off."),
+ }
+ },
+ // settings
+ new GameAction("toggleOverlay", "Toggle Overlay")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.ToggleOverlay(e.beat, e["showOverlay"], e["showCameraMan"], e["followCamera"]); },
+ defaultLength = 0.5f,
+ parameters = new List()
+ {
+ new Param("showOverlay", true, "Show Overlay", "Choose whether or not to show the camera overlay."),
+ new Param("showCameraMan", true, "Show T.J.", "Choose whether or not to show the box containing T.J. Snapper."),
+ new Param("followCamera", true, "Follow Camera", "Choose whether or not the overlay should follow the camera."),
+ }
+ },
+ new GameAction("moveCameraMan", "Move T.J.")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetMoveCameraMan(e.beat, e.length, e["startPosX"], e["startPosY"], e["endPosX"], e["endPosY"], e["ease"]); },
+ defaultLength = 1f,
+ resizable = true,
+ parameters = new List()
+ {
+ new Param("startPosX", new EntityTypes.Float(-5.0f, 5.0f, 0.0f), "Start X Position", "X position at which to start."),
+ new Param("startPosY", new EntityTypes.Float(-5.0f, 5.0f, 0.0f), "Start Y Position", "Y position at which to start."),
+ new Param("endPosX" , new EntityTypes.Float(-5.0f, 5.0f, 0.0f), "End X Position" , "X position at which to end."),
+ new Param("endPosY" , new EntityTypes.Float(-5.0f, 5.0f, 0.0f), "End Y Position" , "Y position at which to end."),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new List()
+ {
+ new Param.CollapseParam((x, _) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "startPosX", "startPosY" })
+ }),
+ //new Param("flipX", false, "Flip", "Set whether or not to flip T.J. horizontally."),
+ }
+ },
+ new GameAction("rotateCameraMan", "Rotate T.J.")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetRotateCameraMan(e.beat, e.length, e["startRot"], e["endRot"], e["ease"]); },
+ defaultLength = 1f,
+ resizable = true,
+ parameters = new List()
+ {
+ new Param("startRot", new EntityTypes.Float(-360.0f, 360.0f, 0.0f), "Start Rotation", "Rotation degrees at which to start."),
+ new Param("endRot" , new EntityTypes.Float(-360.0f, 360.0f, 0.0f), "End Rotation" , "Rotation degrees position at which to end."),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new List()
+ {
+ new Param.CollapseParam((x, _) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "startRot" })
+ }),
+ }
+ },
+ new GameAction("scaleCameraMan", "Scale T.J.")
+ {
+ function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetScaleCameraMan(e.beat, e.length, e["startSizeX"], e["startSizeY"], e["endSizeX"], e["endSizeY"], e["ease"]); },
+ defaultLength = 1f,
+ resizable = true,
+ parameters = new List()
+ {
+ new Param("startSizeX", new EntityTypes.Float(-5.0f, 5.0f, 1.0f), "Start Scale X", "Horizontal scale at which to start."),
+ new Param("startSizeY", new EntityTypes.Float(-5.0f, 5.0f, 1.0f), "Start Scale Y", "Vertical scale at which to start."),
+ new Param("endSizeX", new EntityTypes.Float(-5.0f, 5.0f, 1.0f), "End Scale X" , "Horizontal scale at which to end."),
+ new Param("endSizeY", new EntityTypes.Float(-5.0f, 5.0f, 1.0f), "End Scale Y" , "Vertical scale at which to end."),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new List()
+ {
+ new Param.CollapseParam((x, _) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "startSizeX", "startSizeY" })
+ }),
+ }
+ },
+ },
+ new List() { "ntr", "normal" },
+ "ntrcameraman", "en"
+ );
+ }
+ }
+}
+
+namespace HeavenStudio.Games
+{
+ using HeavenStudio.Common;
+ using Scripts_FreezeFrame;
+ using UnityEngine.Rendering;
+
+ public class FreezeFrame : Minigame
+ {
+ /*
+ BIG LIST OF TODOS
+ - finish sounds
+ - wait for upscale
+ - make particles random sprites
+
+ - REAL icon
+ */
+
+ public static FreezeFrame Instance
+ {
+ get
+ {
+ if (GameManager.instance.minigame is FreezeFrame instance)
+ return instance;
+ return null;
+ }
+ }
+
+ [SerializeField] Animator CameraMan;
+ [SerializeField] Photograph[] Photographs;
+ [SerializeField] Photograph Photograph1;
+ [SerializeField] Photograph Photograph2;
+ [SerializeField] Photograph Photograph3;
+ [SerializeField] Animator Results;
+
+ [SerializeField] Animator IntroSign;
+
+ [SerializeField] GameObject Overlay;
+ [SerializeField] GameObject Crosshair;
+ [SerializeField] Animator Shutter;
+ [SerializeField] GameObject DimRect;
+
+ [SerializeField] StickyCanvas StickyLayer;
+
+ [SerializeField] Transform FarCarSpawn;
+ [SerializeField] GameObject FarCarPrefab;
+
+ [SerializeField] Transform NearCarSpawn;
+ [SerializeField] GameObject NearCarPrefab;
+
+ [SerializeField] Transform WalkerSpawn;
+ [SerializeField] GameObject WalkerPrefab;
+
+ [SerializeField] Animator Crowd;
+ [SerializeField] SpriteRenderer CrowdFarLeft;
+ [SerializeField] SpriteRenderer CrowdLeft;
+ [SerializeField] SpriteRenderer CrowdRight;
+ [SerializeField] SpriteRenderer CrowdFarRight;
+ [SerializeField] Sprite[] CrowdSprites;
+ [SerializeField] GameObject Billboards;
+
+ public bool DoAutoBop { get; set; } = true;
+ public bool DoAutoCrosshairBlink { get; set; } = true;
+ public bool ShowOverlay { get; set; } = true;
+ public bool ShowCameraMan { get; set; } = true;
+ public bool OverlayFollowCamera { get; set; } = true;
+ public bool ShowCrowd { get; set; } = false;
+ public bool ShowBillboard { get; set; } = false;
+
+ public List Walkers { get; set; } = new();
+
+ public bool SignIsMoving { get; set; } = false;
+ public SignMoveArgs CurrentSignArgs { get; set; }
+
+ public static Vector3 CameraManStartPos { get; private set; }
+ public bool CameraManMoving { get; set; } = false;
+ public CameraManMoveArgs CurrentCameraManMoveArgs;
+ public bool CameraManRotating { get; set; } = false;
+ public CameraManRotateArgs CurrentCameraManRotateArgs;
+ public bool CameraManScaling { get; set; } = false;
+ public CameraManScaleArgs CurrentCameraManScaleArgs;
+
+ public static List PhotoList = new();
+ public Dictionary EventArgs = new();
+ public bool IsShowingPhotos { get; set; } = false;
+
+ public List QueuedCars { get; set; } = new();
+
+ public static Dictionary WalkerDirections = new();
+
+ //protected static int? SuperSeed { get; set; }
+
+ // UNITY BUILTIN METHODS
+ void Awake()
+ {
+ CameraManStartPos = CameraMan.transform.localPosition;
+ //if (SuperSeed is null)
+ // SuperSeed = new System.Random().Next();
+ }
+ void Update()
+ {
+ if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress) && !IsShowingPhotos)
+ {
+ CameraFlash();
+ //ScoreMiss();
+ }
+
+ // sign
+ if (SignIsMoving)
+ {
+ float normalizedBeat = conductor.GetPositionFromBeat(CurrentSignArgs.StartTime, CurrentSignArgs.Length);
+ Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(CurrentSignArgs.Ease);
+ float newPos = func(0f, 1f, normalizedBeat);
+ IntroSign.DoNormalizedAnimation(CurrentSignArgs.AnimName, newPos, animLayer: 0);
+ if (normalizedBeat >= 1f)
+ SignIsMoving = false;
+ }
+
+ // move TJ
+ if (CameraManMoving)
+ {
+ float normalizedBeat = conductor.GetPositionFromBeat(CurrentCameraManMoveArgs.StartBeat, CurrentCameraManMoveArgs.Length);
+ Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(CurrentCameraManMoveArgs.Ease);
+ float newPos = func(0f, 1f, normalizedBeat);
+
+ Vector3 diff = CurrentCameraManMoveArgs.EndPos - CurrentCameraManMoveArgs.StartPos;
+ Vector3 diffPos = newPos * diff;
+ CameraMan.transform.localPosition = CurrentCameraManMoveArgs.StartPos + diffPos;
+
+ if (normalizedBeat >= 1f)
+ {
+ CameraMan.transform.localPosition = CurrentCameraManMoveArgs.EndPos;
+ CameraManMoving = false;
+ }
+ }
+ if (CameraManRotating)
+ {
+ float normalizedBeat = conductor.GetPositionFromBeat(CurrentCameraManRotateArgs.StartBeat, CurrentCameraManRotateArgs.Length);
+ Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(CurrentCameraManRotateArgs.Ease);
+ float newPos = func(0f, 1f, normalizedBeat);
+
+ float diff = CurrentCameraManRotateArgs.EndRot - CurrentCameraManRotateArgs.StartRot;
+ float diffPos = newPos * diff;
+ CameraMan.transform.localEulerAngles = new Vector3(0, 0, CurrentCameraManRotateArgs.StartRot + diffPos);
+
+ if (normalizedBeat >= 1f)
+ {
+ CameraMan.transform.localEulerAngles = new Vector3(0, 0, CurrentCameraManRotateArgs.EndRot);
+ CameraManRotating = false;
+ }
+ }
+ if (CameraManScaling)
+ {
+ float normalizedBeat = conductor.GetPositionFromBeat(CurrentCameraManScaleArgs.StartBeat, CurrentCameraManScaleArgs.Length);
+ Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(CurrentCameraManScaleArgs.Ease);
+ float newPos = func(0f, 1f, normalizedBeat);
+
+ Vector3 diff = CurrentCameraManScaleArgs.EndScale - CurrentCameraManScaleArgs.StartScale;
+ Vector3 diffPos = newPos * diff;
+ CameraMan.transform.localScale = CurrentCameraManScaleArgs.StartScale + diffPos;
+
+ if (normalizedBeat >= 1f)
+ {
+ CameraMan.transform.localScale = CurrentCameraManScaleArgs.EndScale;
+ CameraManScaling = false;
+ }
+ }
+
+ // boppers
+ if (Walkers.Count > 0)
+ {
+ Walkers.RemoveAll(w => w.Walker == null || w.Walker.gameObject == null);
+ foreach (WalkerArgs args in Walkers)
+ {
+ float normalizedBeat = conductor.GetPositionFromBeat(args.StartTime, args.Length);
+ args.Walker.DoNormalizedAnimation(args.AnimName, normalizedBeat, animLayer: 1);
+ if (normalizedBeat >= 1f)
+ Destroy(args.Walker.gameObject);
+ }
+ }
+
+ // car animations
+ if (QueuedCars.Count > 0)
+ {
+ var beat = conductor.songPositionInBeats;
+ if (beat >= 0)
+ {
+ QueuedCars.RemoveAll(e => e.Beat < beat - 5); // could probably be smaller. 5 just to be safe
+ foreach (SpawnCarArgs args in QueuedCars.Where(e => e.Beat <= beat))
+ {
+ SpawnCar(args);
+ }
+ QueuedCars.RemoveAll(e => e.Beat <= beat);
+ }
+ }
+
+ if (!IsShowingPhotos)
+ Instance.Overlay.SetActive(ShowOverlay);
+
+ Billboards.SetActive(ShowBillboard);
+ Instance.CameraMan.gameObject.SetActive(ShowCameraMan);
+ StickyLayer.Sticky = OverlayFollowCamera;
+ }
+ private void OnDestroy()
+ {
+ foreach (var evt in scheduledInputs)
+ {
+ evt.Disable();
+ }
+ //if (PhotoList.Count > 0) PhotoList.Clear();
+ }
+
+ // MINIGAME METHODS
+ public override void OnBeatPulse(double beat)
+ {
+ if (BeatIsInBopRegion(beat))
+ {
+ if (DoAutoBop && !IsShowingPhotos)
+ Bop();
+
+ if (DoAutoCrosshairBlink)
+ CrosshairBlink();
+ }
+ }
+ public override void OnPlay(double beat)
+ {
+ if (PhotoList.Count > 0) PhotoList.Clear();
+ CarbageCollection();
+ OnGameSwitch(beat);
+ }
+ public override void OnGameSwitch(double beat)
+ {
+ Instance.Overlay.SetActive(ShowOverlay);
+ Instance.CameraMan.gameObject.SetActive(ShowCameraMan);
+ Instance.StickyLayer.Sticky = OverlayFollowCamera;
+
+ // calculation
+ CalculateAutoShowPhotos();
+ CalculateCarSpawns();
+ PreRandomizeWalkers();
+
+ // setting local variables
+ RiqEntity e = GetLastEntityOfType(beat, "bop");
+ if (e is not null)
+ {
+ DoAutoBop = e["autoBop"];
+ DoAutoCrosshairBlink = e["autoBlink"];
+ }
+ e = GetLastEntityOfType(beat, "toggleOverlay");
+ if (e is not null)
+ {
+ ShowOverlay = e["showOverlay"];
+ ShowCameraMan = e["showCameraMan"];
+ OverlayFollowCamera = e["followCamera"];
+ }
+ e = GetLastEntityOfType(beat, "spawnCrowd");
+ if (e is not null)
+ {
+ ToggleCrowd(e.beat, e["crowd"], e["customCrowd"], e["crowdFarLeft"], e["crowdLeft"], e["crowdRight"], e["crowdFarRight"], e["billboard"]);
+ }
+
+ // walkers
+ List eList = GetCurrentlyActiveEntities(beat, "spawnPerson");
+ if (eList.Count > 0)
+ {
+ foreach (RiqEntity entity in eList)
+ {
+ SummonWalker(entity);
+ }
+ }
+
+ // bop entities
+ eList = GetCurrentlyActiveEntities(beat, "bop");
+ if (eList.Count > 0)
+ {
+ foreach (RiqEntity entity in eList)
+ {
+ SetBopping(entity.beat, entity.length, entity["bop"], entity["autoBop"], entity["blink"], entity["autoBlink"], beat);
+ }
+ }
+
+ // Intro
+ e = GetLastEntityOfType(beat, "introSign");
+ if (e is not null)
+ {
+ DoIntroSign(e.beat, e.length, e["enter"], e["ease"]);
+ }
+ e = GetLastEntityOfType(beat, "introLights");
+ if (e is not null)
+ {
+ IntroLightsAnim(e.beat, e.length, e["lightsOn"]);
+ }
+
+ // Camera Man Movement
+ e = GetLastEntityOfType(beat, "moveCameraMan");
+ if (e is not null)
+ {
+ SetMoveCameraMan(e.beat, e.length, e["startPosX"], e["startPosY"], e["endPosX"], e["endPosY"], e["ease"]);
+ }
+ e = GetLastEntityOfType(beat, "rotateCameraMan");
+ if (e is not null)
+ {
+ SetRotateCameraMan(e.beat, e.length, e["startRot"], e["endRot"], e["ease"]);
+ }
+ e = GetLastEntityOfType(beat, "scaleCameraMan");
+ if (e is not null)
+ {
+ SetScaleCameraMan(e.beat, e.length, e["startSizeX"], e["startSizeY"], e["endSizeX"], e["endSizeY"], e["ease"]);
+ }
+
+ // cues
+ eList = GetCurrentlyActiveEntities(beat, new string[] { "slowCar", "fastCar" });
+ if (eList.Count > 0)
+ {
+ foreach (RiqEntity entity in eList)
+ {
+ if (beat > entity.beat + 2 || beat <= entity.beat)
+ continue;
+
+ if (entity.datamodel == "freezeFrame/slowCar")
+ {
+ SlowCarCue(entity.beat, entity["variant"], true);
+ }
+ if (entity.datamodel == "freezeFrame/fastCar")
+ {
+ FastCarCue(entity.beat, entity["variant"], true);
+ }
+ }
+ }
+ //if (QueuedCues.Count > 0)
+ //{
+ // QueuedCues.RemoveAll(e => e.beat < beat - 2);
+ // foreach (RiqEntity cue in QueuedCues)
+ // {
+ // if (cue.datamodel == "freezeFrame/slowCar")
+ // {
+ // SlowCarCue(cue.beat, cue["variant"], true);
+ // continue;
+ // }
+ // if (cue.datamodel == "freezeFrame/fastCar")
+ // {
+ // FastCarCue(cue.beat, cue["variant"], true);
+ // }
+ // }
+ //}
+ }
+
+ // CUE FUNCTIONS
+ public static void SetBopping(double beat, float length, bool bop, bool autoBop, bool blink, bool autoBlink, double currentBeat = -1)
+ {
+ if (Instance == null) return;
+
+ Instance.DoAutoBop = autoBop;
+ Instance.DoAutoCrosshairBlink = autoBlink;
+
+
+ if (bop || blink)
+ {
+ List actions = new List();
+ for (int i = 0; i < length; i++) {
+ if (beat + i < currentBeat)
+ continue;
+ if (bop)
+ actions.Add(new(beat + i, delegate { Instance.Bop(); }));
+ if (blink)
+ actions.Add(new(beat + i, delegate { Instance.CrosshairBlink(); }));
+ }
+ BeatAction.New(Instance, actions);
+ }
+ }
+ public static void SlowCarCue(double beat, int photoType, bool mute = false)
+ {
+ if (!mute) SlowCarSFX();
+
+ if (Instance == null) return;
+
+ Instance.EventArgs.Add(
+ Instance.ScheduleInput(beat, 2f, InputAction_BasicPress, Instance.PhotoSuccess, Instance.PhotoMiss, Instance.PhotoEmpty),
+ new PhotoArgs(CarType.SlowCar, (PhotoType)photoType, 0f)
+ );
+ }
+ public static void SlowCarSFX()
+ {
+ SoundByte.PlayOneShotGame("freezeFrame/slowCarFar", forcePlay: true);
+ }
+ public static void FastCarCue(double beat, int photoType, bool mute = false)
+ {
+ if (!mute) FastCarSFX();
+
+ if (Instance == null) return;
+
+ Instance.EventArgs.Add(
+ Instance.ScheduleInput(beat, 2f, InputAction_BasicPress, Instance.PhotoSuccess, Instance.PhotoMiss, Instance.PhotoEmpty),
+ new PhotoArgs(CarType.FastCar, (PhotoType)photoType, 0f)
+ );
+ SoundByte.PlayOneShotGame("freezeFrame/fastCarNear", beat + 2);
+ }
+ public static void FastCarSFX()
+ {
+ SoundByte.PlayOneShotGame("freezeFrame/fastCarFar", forcePlay: true);
+ }
+ public static void ShowPhotos(double beat, float length, int gradeTypeI, bool audience, bool clearCache)
+ {
+ if (Instance == null) return;
+
+ GradeType gradeType = (GradeType)gradeTypeI;
+
+ if (PhotoList.Count <= 0)
+ return;
+
+ SoundByte.PlayOneShotGame("freezeFrame/pictureShow");
+
+ // 2 = Hi
+ // 1 = OK
+ // 0 = Ng
+ int goodScore = 2;
+ foreach (PhotoArgs photo in PhotoList)
+ {
+ if (photo.State <= -2)
+ {
+ goodScore = 0;
+ break;
+ }
+ if (goodScore == 2 && photo.State != 0)
+ goodScore = 1;
+ }
+
+ if (gradeType == GradeType.Symbols)
+ {
+ switch (goodScore)
+ {
+ case 0:
+ Instance.Results.DoScaledAnimationAsync("Batsu", 0.5f);
+ break;
+
+ case 1:
+ Instance.Results.DoScaledAnimationAsync("Sankaku", 0.5f);
+ break;
+
+ case 2:
+ default:
+ Instance.Results.DoScaledAnimationAsync("Maru", 0.5f);
+ break;
+ }
+ }
+ if (gradeType == GradeType.Thumbs)
+ {
+ switch (goodScore)
+ {
+ case 0:
+ Instance.Results.DoScaledAnimationAsync("ThumbsDown", 0.5f);
+ break;
+
+ case 1:
+ Instance.Results.DoScaledAnimationAsync("ThumbsSide", 0.5f);
+ break;
+
+ case 2:
+ default:
+ Instance.Results.DoScaledAnimationAsync("ThumbsUp", 0.5f);
+ break;
+ }
+ }
+
+ for (int i = 0; i < PhotoList.Count && i < Instance.Photographs.Length; i++)
+ {
+ Instance.Photographs[i].ShowPhoto(PhotoList[i]);
+ }
+
+ if (clearCache)
+ PhotoList.Clear();
+
+ Instance.Overlay.SetActive(false);
+ Instance.DimRect.SetActive(true);
+ Instance.IsShowingPhotos = true;
+
+ // reactions sounds
+ switch (goodScore)
+ {
+ case 2:
+ Instance.CameraMan.DoScaledAnimationAsync("Happy", 0.5f);
+ SoundByte.PlayOneShotGame("freezeFrame/result_Hi");
+ if (audience)
+ break;
+ break;
+ case 1:
+ Instance.CameraMan.DoScaledAnimationAsync("Oops", 0.5f);
+ SoundByte.PlayOneShotGame("freezeFrame/result_Ok");
+ if (audience)
+ SoundByte.PlayOneShot("applause");
+ break;
+ case 0:
+ Instance.CameraMan.DoScaledAnimationAsync("Cry", 0.5f);
+ SoundByte.PlayOneShotGame("freezeFrame/result_Ng");
+ if (audience)
+ break;
+ break;
+ default:
+ break;
+ }
+
+ BeatAction.New(Instance, new List()
+ {
+ new BeatAction.Action(beat + length, delegate { Instance.HidePhotos(beat + length); })
+ });
+ }
+ public static void ClearPhotos()
+ {
+ PhotoList.Clear();
+ }
+ public static void SummonWalker(RiqEntity e/*double beat, double length, int walkerType, int direction, int layer = 0*/)
+ {
+ if (Instance == null) return;
+
+ double beat = e.beat;
+ double length = e.length;
+ PersonType walkerType = (PersonType)e["personType"];
+ PersonDirection direction = (PersonDirection)e["direction"];
+ int layer = e["layer"];
+
+ GameObject walker = Instantiate(Instance.WalkerPrefab, Instance.WalkerSpawn.transform);
+ Animator animator = walker.GetComponent();
+ walker.GetComponent().sortingOrder = layer;
+
+ switch (walkerType)
+ {
+ case PersonType.Girlfriend:
+ animator.DoScaledAnimationAsync("Girlfriend", animLayer: 2);
+ break;
+ case PersonType.Dude2:
+ animator.DoScaledAnimationAsync("Dude2", animLayer: 2);
+ break;
+ case PersonType.Dude1:
+ default:
+ animator.DoScaledAnimationAsync("Dude1", animLayer: 2);
+ break;
+ }
+
+ /*if (direction == (int)PersonDirection.Random)
+ {
+ int seed = BitConverter.ToInt32(BitConverter.GetBytes((float)beat));
+ direction = new System.Random(seed).Next(1, 3);
+ }*/
+ if (direction == PersonDirection.Random)
+ {
+ if (WalkerDirections.ContainsKey(e))
+ direction = WalkerDirections[e];
+ else
+ direction = PersonDirection.Right;
+ }
+
+ if (direction == PersonDirection.Left)
+ Instance.Walkers.Add(new WalkerArgs(animator, beat, length, "EnterLeft"));
+ else
+ Instance.Walkers.Add(new WalkerArgs(animator, beat, length, "EnterRight"));
+
+ double nextBeat = Math.Ceiling(beat);
+ List actions = new();
+ for (double i = nextBeat; i < beat + length; i += 1)
+ {
+ actions.Add(new(i, delegate { animator.DoScaledAnimationAsync("Bop", timeScale: 0.5f, animLayer: 0); }));
+ }
+ BeatAction.New(Instance, actions);
+ }
+ public static void ToggleCrowd(double beat, bool showCrowd, bool customCrowd, int crowdFarLeft, int crowdLeft, int crowdRight, int crowdFarRight, bool billboard)
+ {
+ if (Instance == null) return;
+
+ Instance.ShowCrowd = showCrowd;
+ if (Instance.ShowCrowd)
+ Instance.Crowd.DoScaledAnimationAsync("Show", 0.5f);
+ else
+ Instance.Crowd.DoScaledAnimationAsync("Hide", 0.5f);
+
+ if (customCrowd)
+ {
+ Instance.CrowdFarLeft.sprite = Instance.CrowdSprites[crowdFarLeft];
+ Instance.CrowdLeft.sprite = Instance.CrowdSprites[crowdLeft];
+ Instance.CrowdRight.sprite = Instance.CrowdSprites[crowdRight];
+ Instance.CrowdFarRight.sprite = Instance.CrowdSprites[crowdFarRight];
+ }
+ else
+ {
+ Instance.CrowdFarLeft.sprite = Instance.CrowdSprites[2];
+ Instance.CrowdLeft.sprite = Instance.CrowdSprites[1];
+ Instance.CrowdRight.sprite = Instance.CrowdSprites[0];
+ Instance.CrowdFarRight.sprite = Instance.CrowdSprites[2];
+ }
+
+ Instance.ShowBillboard = billboard;
+ }
+ public static void DoIntroSign(double beat, double length, bool enter, int easeIndex)
+ {
+ Util.EasingFunction.Ease ease = (Util.EasingFunction.Ease)easeIndex;
+ Instance.SignIsMoving = true;
+ if (enter)
+ Instance.CurrentSignArgs = new("Enter", beat, length, ease);
+ else
+ Instance.CurrentSignArgs = new("Exit", beat, length, ease);
+ }
+ public static void IntroLightsAnim(double beat, double length, bool lightsOn)
+ {
+ if (!lightsOn)
+ {
+ Instance.IntroSign.DoScaledAnimationAsync("LightsOff", timeScale: 0.5f, animLayer: 1);
+ return;
+ }
+
+ Instance.IntroSign.DoScaledAnimationFromBeatAsync("Light01", startBeat: beat, timeScale: 0.5f, animLayer: 1);
+ BeatAction.New(Instance, new List
+ {
+ new(beat + length, delegate { Instance.IntroSign.DoScaledAnimationFromBeatAsync("Light02", startBeat: beat + length, timeScale: 0.5f, animLayer: 1); }),
+ new(beat + (length * 2), delegate { Instance.IntroSign.DoScaledAnimationFromBeatAsync("Light03", startBeat: beat + (length * 2), timeScale: 0.5f, animLayer: 1); }),
+ }
+ );
+ }
+ public static void IntroLightsSound(double beat, double length, bool lightsOn)
+ {
+ if (!lightsOn)
+ return;
+
+ SoundByte.PlayOneShotGame("freezeFrame/beginningSignal1", forcePlay: true);
+ MultiSound.Play(new MultiSound.Sound[] {
+ new MultiSound.Sound("freezeFrame/beginningSignal1", beat + length),
+ new MultiSound.Sound("freezeFrame/beginningSignal2", beat + (length * 2)),
+ }, forcePlay: true);
+ }
+ public static void ToggleOverlay(double beat, bool showOverlay, bool showCameraMan, bool followCamera)
+ {
+ Instance.ShowOverlay = showOverlay;
+ Instance.ShowCameraMan = showCameraMan;
+ Instance.OverlayFollowCamera = followCamera;
+ }
+ public static void SetMoveCameraMan(double beat, double length, float startX, float startY, float endX, float endY, int easeIndex)
+ {
+ Instance.CurrentCameraManMoveArgs = new(
+ beat,
+ length,
+ new Vector3(startX, startY, 0) + CameraManStartPos,
+ new Vector3(endX, endY, 0) + CameraManStartPos,
+ (Util.EasingFunction.Ease)easeIndex
+ );
+ Instance.CameraManMoving = true;
+ }
+ public static void SetRotateCameraMan(double beat, double length, float startRot, float endRot, int easeIndex)
+ {
+ Instance.CurrentCameraManRotateArgs = new(
+ beat,
+ length,
+ startRot,
+ endRot,
+ (Util.EasingFunction.Ease)easeIndex
+ );
+ Instance.CameraManRotating = true;
+ }
+ public static void SetScaleCameraMan(double beat, double length, float startX, float startY, float endX, float endY, int easeIndex)
+ {
+ Instance.CurrentCameraManScaleArgs = new(
+ beat,
+ length,
+ new Vector3(startX, startY, 1),
+ new Vector3(endX, endY, 1),
+ (Util.EasingFunction.Ease)easeIndex
+ );
+ Instance.CameraManScaling = true;
+ }
+
+ // PRE-FUNCTIONS
+ public void SpawnCar(SpawnCarArgs args)
+ {
+ if (args.Near)
+ {
+ if (NearCarSpawn == null)
+ {
+ UnityEngine.Debug.LogError($"Failed to spawn a car at beat {args.Beat}.");
+ return;
+ }
+ Animator car = Instantiate(NearCarPrefab, NearCarSpawn).GetComponent();
+ car.DoScaledAnimationFromBeatAsync("Idle", startBeat: 0f, timeScale: 0.5f, animLayer: 0);
+
+ if (args.Fast)
+ car.DoScaledAnimationFromBeatAsync("FastCarGo", startBeat: args.Beat, timeScale: 2.666666666666667f, animLayer: 1);
+ else
+ car.DoScaledAnimationFromBeatAsync("SlowCarGo", startBeat: args.Beat, timeScale: 1.5f, animLayer: 1);
+
+ //BeatAction.New(Instance, new List() { new BeatAction.Action(args.Beat + 3, delegate { Destroy(car); }) });
+ }
+ else
+ {
+ if (FarCarSpawn == null)
+ {
+ UnityEngine.Debug.LogError($"Failed to spawn a car at beat {args.Beat}.");
+ return;
+ }
+ Animator car = Instantiate(FarCarPrefab, FarCarSpawn).GetComponent();
+ car.DoScaledAnimationFromBeatAsync("Idle", startBeat: 0f, timeScale: 0.5f, animLayer: 0);
+
+ if (args.Fast)
+ car.DoScaledAnimationFromBeatAsync("FastCarGo", startBeat: args.Beat, timeScale: 0.5f, animLayer: 1);
+ else
+ car.DoScaledAnimationFromBeatAsync("SlowCarGo", startBeat: args.Beat, timeScale: 0.16666666666666666666666666666667f, animLayer: 1);
+
+ //BeatAction.New(Instance, new List() { new BeatAction.Action(args.Beat + 8, delegate { Destroy(car); }) });
+ }
+ }
+ /*public void SpawnSlowCarNear(double beat)
+ {
+ if (NearCarSpawn == null) return;
+ Animator nearCar = Instantiate(NearCarPrefab, NearCarSpawn).GetComponent();
+ nearCar.DoScaledAnimationFromBeatAsync("Idle", startBeat: 0f, timeScale: 0.5f, animLayer: 0);
+
+ double startBeat = beat + 2 - 0.16666666666666666666666666666667;
+ BeatAction.New(Instance, new List()
+ {
+ new BeatAction.Action(startBeat, delegate { nearCar.DoScaledAnimationFromBeatAsync("SlowCarGo", startBeat: startBeat, timeScale: 1.5f, animLayer: 1); }),
+ new BeatAction.Action(beat + 3, delegate { Destroy(nearCar); } )
+ });
+ }
+ public void SpawnSlowCarFar(double beat)
+ {
+ //if (beat < 0) return;
+ if (FarCarSpawn == null) return;
+ Animator farCar = Instantiate(FarCarPrefab, FarCarSpawn).GetComponent();
+ farCar.DoScaledAnimationFromBeatAsync("Idle", startBeat: 0f, timeScale: 0.5f, animLayer: 0);
+ farCar.DoScaledAnimationFromBeatAsync("SlowCarGo", startBeat: beat, timeScale: 0.16666666666666666666666666666667f, animLayer: 1);
+
+ BeatAction.New(Instance, new List()
+ {
+ new BeatAction.Action(beat + 7, delegate { Destroy(farCar); } )
+ });
+ }
+ public void SpawnFastCar(double beat)
+ {
+ if (FarCarSpawn != null)
+ {
+ UnityEngine.Debug.Log("farcar");
+ Animator farCar = Instantiate(FarCarPrefab, FarCarSpawn).GetComponent();
+ farCar.DoScaledAnimationFromBeatAsync("Idle", startBeat: 0f, timeScale: 0.5f, animLayer: 0);
+
+ BeatAction.New(Instance, new List()
+ {
+ new BeatAction.Action(beat - 0.5, delegate { if (beat >= 0.5) farCar.DoScaledAnimationFromBeatAsync("FastCarGo", startBeat: beat - 0.5, timeScale: 0.5f, animLayer: 1); }),
+ new BeatAction.Action(beat + 3, delegate { Destroy(farCar); } )
+ });
+ }
+ if (NearCarSpawn != null)
+ {
+ UnityEngine.Debug.Log("fartcar");
+ Animator nearCar = Instantiate(NearCarPrefab, NearCarSpawn).GetComponent();
+ nearCar.DoScaledAnimationFromBeatAsync("Idle", startBeat: 0f, timeScale: 0.5f, animLayer: 0);
+
+ BeatAction.New(Instance, new List()
+ {
+ new BeatAction.Action(beat + 2 - 0.09375, delegate { nearCar.DoScaledAnimationFromBeatAsync("FastCarGo", startBeat: beat - 0.09375, timeScale: 2.666666666666667f, animLayer: 1); }),
+ new BeatAction.Action(beat + 3, delegate { Destroy(nearCar); } )
+ });
+ }
+ }*/
+
+ // INPUT RESULTS
+ public void PhotoSuccess(PlayerActionEvent caller, float state)
+ {
+ PhotoArgs args;
+ bool hasArgs = EventArgs.TryGetValue(caller, out args);
+ EventArgs.Remove(caller);
+
+ // passing the args for the photos
+ if (hasArgs)
+ {
+ if (state >= 1f)
+ {
+ args.State = 1;
+ }
+ else if (state <= -1f)
+ {
+ args.State = -1;
+ }
+ else
+ {
+ args.State = 0;
+ }
+
+ PushPhoto(args);
+ }
+ CameraFlash();
+ }
+ public void PhotoMiss(PlayerActionEvent caller)
+ {
+ PhotoArgs args;
+ bool hasArgs = EventArgs.TryGetValue(caller, out args);
+ EventArgs.Remove(caller);
+
+ if (hasArgs)
+ {
+ args.State = -2;
+ PushPhoto(args);
+ }
+ }
+ public void PhotoEmpty(PlayerActionEvent caller)
+ {
+
+ }
+
+ // GENERAL METHODS
+ public void Bop()
+ {
+ CameraMan.DoScaledAnimationAsync("Bop", 0.5f);
+ }
+ public void CrosshairBlink()
+ {
+ Crosshair.SetActive(!Crosshair.activeSelf);
+ }
+ public void CameraFlash()
+ {
+ Shutter.DoScaledAnimationAsync("Shut", 0.5f);
+ CameraMan.DoScaledAnimationAsync("Flash", 0.5f);
+ SoundByte.PlayOneShotGame("freezeFrame/shutter"/*, pitch: (float)new System.Random().NextDouble() + 0.5f*/);
+ }
+ public void PushPhoto(PhotoArgs args)
+ {
+ //while (PhotoList.Count >= MAX_PHOTOS)
+ // PhotoList.RemoveAt(0);
+ if (args.PhotoType == PhotoType.Random)
+ {
+ if (UnityEngine.Random.Range(0, 8) >= 7)
+ {
+ switch (UnityEngine.Random.Range(0, 3))
+ {
+ case 0:
+ args.PhotoType = PhotoType.Ninja;
+ break;
+ case 1:
+ args.PhotoType = PhotoType.Ghost;
+ break;
+ case 2:
+ args.PhotoType = PhotoType.Rats;
+ break;
+ default:
+ args.PhotoType = PhotoType.Default;
+ break;
+ }
+ }
+ else
+ args.PhotoType = PhotoType.Default;
+ }
+
+ PhotoList.Add(args);
+ }
+ public void HidePhotos(double beat)
+ {
+ Overlay.SetActive(ShowOverlay);
+ DimRect.SetActive(false);
+ foreach (Photograph photo in Photographs)
+ photo.HideAll();
+ Results.DoScaledAnimationAsync("None", 0.5f);
+ IsShowingPhotos = false;
+ if (beat % 1 == 0 && DoAutoBop)
+ CameraMan.DoScaledAnimationAsync("Bop", 0.5f);
+ else
+ CameraMan.DoScaledAnimationAsync("Idle", 0.5f);
+ }
+ /*public static void QueueCue(RiqEntity e)
+ {
+ if (e.datamodel == "freezeFrame/slowCar")
+ {
+ SoundByte.PlayOneShotGame("freezeFrame/smallCarZoom1a", forcePlay: true);
+ }
+ if (e.datamodel == "freezeFrame/fastCar")
+ {
+ SoundByte.PlayOneShotGame("freezeFrame/fastCarZoom", forcePlay: true);
+ }
+ QueuedCues.Add(e);
+ }*/
+ public void CalculateAutoShowPhotos()
+ {
+ List allCars = EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { "slowCar", "fastCar" });
+
+ List actions = new();
+ List beats = new(); // so you don't double up
+
+ foreach (RiqEntity entity in allCars.Where(car => (bool)car["autoShowPhotos"]))
+ {
+ double showBeat = 3f;
+ if (allCars.Any(car => car.beat == entity.beat - 1f))
+ showBeat = 3.5f;
+ if (entity.datamodel == "freezeFrame/fastCar")
+ showBeat = 4f;
+ if (allCars.Any(car => car.beat == entity.beat - 2f))
+ showBeat = 4.5f;
+ showBeat = entity.beat + showBeat;
+
+ if (!allCars.Any(car => car.beat > entity.beat && car.beat <= showBeat))
+ {
+ if (!beats.Any(b => showBeat >= b && showBeat < b + 2))
+ {
+ beats.Add(showBeat);
+ actions.Add(new BeatAction.Action(showBeat, delegate { ShowPhotos(showBeat, 2, (int)entity["gradeType"], (bool)entity["audience"], false); }));
+ }
+ }
+ }
+
+ if (actions.Count > 0)
+ {
+ BeatAction.New(Instance, actions);
+ }
+ }
+ public void CalculateCarSpawns()
+ {
+ List fastCars = EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { "fastCar" });
+ foreach (RiqEntity e in fastCars)
+ {
+ QueuedCars.Add(new SpawnCarArgs(e.beat - 0.5, true, false));
+ QueuedCars.Add(new SpawnCarArgs(e.beat + 2 - 0.09375, true, true));
+ }
+
+ List slowCars = EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { "slowCar" });
+ foreach (RiqEntity e in slowCars)
+ {
+ QueuedCars.Add(new SpawnCarArgs(e.beat + 2 - 0.16666666666666666666666666666667, false, true));
+ }
+
+ List> clusters = new();
+
+ while (slowCars.Count > 0)
+ {
+ double minBeat = slowCars[0].beat;
+ double maxBeat = minBeat + 2;
+
+ clusters.Add(slowCars.Where(car => car.beat >= minBeat && car.beat < maxBeat).Select(car => car.beat).ToList());
+ slowCars.RemoveAll(car => car.beat >= minBeat && car.beat < maxBeat);
+ }
+
+ foreach (List cluster in clusters)
+ {
+ double midBeat = cluster.Min() + ((cluster.Max() - cluster.Min()) / 2);
+
+ foreach (double beat in cluster)
+ {
+ double diff = midBeat - beat;
+ double modifiedBeat = midBeat + (diff / 4);
+
+ //BeatAction.New(Instance, new List(){
+ // new BeatAction.Action(modifiedBeat - 4, delegate { SpawnSlowCarFar(modifiedBeat - 4); } )
+ //});
+ QueuedCars.Add(new SpawnCarArgs(modifiedBeat - 4, false, false));
+ }
+ }
+ }
+ public void PreRandomizeWalkers()
+ {
+ IEnumerable walkers = EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { "spawnPerson" }).Where(e => (PersonDirection)e["direction"] == PersonDirection.Random);
+ foreach (RiqEntity e in walkers)
+ {
+ if (!WalkerDirections.ContainsKey(e))
+ {
+ float rand = UnityEngine.Random.Range(0.0f, 1.0f);
+ if (rand >= 0.5)
+ {
+ WalkerDirections.Add(e, PersonDirection.Left);
+ }
+ else
+ {
+ WalkerDirections.Add(e, PersonDirection.Right);
+ }
+ }
+ }
+ List keysToRemove = new();
+ foreach (RiqEntity key in WalkerDirections.Keys)
+ {
+ if (!walkers.Contains(key))
+ keysToRemove.Add(key);
+ }
+ foreach (RiqEntity key in keysToRemove)
+ {
+ WalkerDirections.Remove(key);
+ }
+ Debug.Log($"Walker Count: {WalkerDirections.Count}");
+ }
+ public void CarbageCollection()
+ {
+ foreach (Transform child in FarCarSpawn)
+ {
+ Destroy(child.gameObject);
+ }
+ foreach (Transform child in NearCarSpawn)
+ {
+ Destroy(child.gameObject);
+ }
+ foreach (Transform child in WalkerSpawn)
+ {
+ Destroy(child.gameObject);
+ }
+ }
+ public RiqEntity GetLastEntityOfType(double beat, string datamodel)
+ {
+ foreach (RiqEntity e in EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { datamodel }).OrderBy(e => -e.beat))
+ {
+ if (e.beat < beat)
+ return e;
+ }
+ return null;
+ }
+ public List GetCurrentlyActiveEntities(double beat, string datamodel)
+ {
+ return GetCurrentlyActiveEntities(beat, new string[] { datamodel });
+ }
+ public List GetCurrentlyActiveEntities(double beat, string[] datamodel)
+ {
+ List result = new();
+ foreach (RiqEntity e in EventCaller.GetAllInGameManagerList("freezeFrame", datamodel))
+ {
+ if (beat >= e.beat && beat <= e.beat + e.length)
+ result.Add(e);
+ if (e.beat > beat)
+ break;
+ }
+ return result;
+ }
+ /*protected static System.Random GetSeededRandom(float? mulch = null) // i just made this term up i have no idea if it has any basis in actual programming
+ {
+ if (SuperSeed is null)
+ SuperSeed = new System.Random().Next();
+
+ if (mulch is not null)
+ {
+ int seed = BitConverter.ToInt32(BitConverter.GetBytes(mulch.Value));
+ return new System.Random(SuperSeed.Value * seed);
+ }
+
+ return new System.Random(SuperSeed.Value);
+ }*/
+
+ // ENUMS
+ public enum CarType : int
+ {
+ SlowCar = 0,
+ FastCar = 1
+ }
+ public enum PhotoType : int
+ {
+ Random = 0,
+ Default = 1,
+ Ninja = 2,
+ Ghost = 3,
+ Rats = 4,
+ PeaceSign = 5,
+ GirlfriendRight = 6,
+ GirlfriendLeft = 7,
+ Dude1Right = 8,
+ Dude1Left = 9,
+ Dude2Right = 10,
+ Dude2Left = 11,
+ }
+ public enum PersonType : int
+ {
+ Dude1 = 0,
+ Dude2 = 1,
+ Girlfriend = 2
+ }
+ public enum PersonDirection : int
+ {
+ Random = 0,
+ Right = 1,
+ Left = 2
+ }
+ public enum GradeType : int
+ {
+ Symbols = 0,
+ Thumbs = 1,
+ None = 2
+ }
+ public enum CustomCrowdType : int
+ {
+ TealDancers = 0,
+ YellowDancers = 1,
+ PinkDancers = 2,
+ CyanDancers = 3,
+ }
+
+ // STRUCTS
+ public struct PhotoArgs
+ {
+ public CarType Car;
+ public PhotoType PhotoType;
+ public float State;
+
+ public PhotoArgs(CarType car, PhotoType photoType, float state)
+ {
+ Car = car;
+ PhotoType = photoType;
+ State = state;
+ }
+ }
+ public struct WalkerArgs
+ {
+ public Animator Walker;
+ public double StartTime;
+ public double Length;
+ public string AnimName;
+
+ public WalkerArgs(Animator walker, double startTime, double length, string animName)
+ {
+ Walker = walker;
+ StartTime = startTime;
+ Length = length;
+ AnimName = animName;
+ }
+ }
+ public struct SignMoveArgs
+ {
+ public string AnimName;
+ public double StartTime;
+ public double Length;
+ public Util.EasingFunction.Ease Ease;
+
+ public SignMoveArgs(string animName, double startTime, double length, Util.EasingFunction.Ease ease)
+ {
+ AnimName = animName;
+ StartTime = startTime;
+ Length = length;
+ Ease = ease;
+ }
+ }
+ public struct CameraManMoveArgs
+ {
+ public double StartBeat;
+ public double Length;
+ public Vector3 StartPos;
+ public Vector3 EndPos;
+ public Util.EasingFunction.Ease Ease;
+
+ public CameraManMoveArgs(double startBeat, double length, Vector3 startPos, Vector3 endPos, Util.EasingFunction.Ease ease)
+ {
+ StartBeat = startBeat;
+ Length = length;
+ StartPos = startPos;
+ EndPos = endPos;
+ Ease = ease;
+ }
+ }
+ public struct CameraManRotateArgs
+ {
+ public double StartBeat;
+ public double Length;
+ public float StartRot;
+ public float EndRot;
+ public Util.EasingFunction.Ease Ease;
+
+ public CameraManRotateArgs(double startBeat, double length, float startRot, float endRot, Util.EasingFunction.Ease ease)
+ {
+ StartBeat = startBeat;
+ Length = length;
+ StartRot = startRot;
+ EndRot = endRot;
+ Ease = ease;
+ }
+ }
+ public struct CameraManScaleArgs
+ {
+ public double StartBeat;
+ public double Length;
+ public Vector3 StartScale;
+ public Vector3 EndScale;
+ public Util.EasingFunction.Ease Ease;
+
+ public CameraManScaleArgs(double startBeat, double length, Vector3 startScale, Vector3 endScale, Util.EasingFunction.Ease ease)
+ {
+ StartBeat = startBeat;
+ Length = length;
+ StartScale = startScale;
+ EndScale = endScale;
+ Ease = ease;
+ }
+ }
+ public struct SpawnCarArgs
+ {
+ public double Beat;
+ public bool Near;
+ public bool Fast;
+
+ public SpawnCarArgs(double beat, bool fast, bool near)
+ {
+ Beat = beat;
+ Near = near;
+ Fast = fast;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Games/FreezeFrame/FreezeFrame.cs.meta b/Assets/Scripts/Games/FreezeFrame/FreezeFrame.cs.meta
new file mode 100644
index 00000000..6339b08a
--- /dev/null
+++ b/Assets/Scripts/Games/FreezeFrame/FreezeFrame.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 45e462f2ab1f95f479bd65404910cbb4
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Games/FreezeFrame/Photograph.cs b/Assets/Scripts/Games/FreezeFrame/Photograph.cs
new file mode 100644
index 00000000..a034ef94
--- /dev/null
+++ b/Assets/Scripts/Games/FreezeFrame/Photograph.cs
@@ -0,0 +1,159 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.Serialization;
+using HeavenStudio.Common;
+using HeavenStudio.Games.Scripts_WizardsWaltz;
+using UnityEngine;
+
+using HeavenStudio.Util;
+
+namespace HeavenStudio.Games.Scripts_FreezeFrame
+{
+ public class Photograph : MonoBehaviour
+ {
+ //[SerializeField] GameObject Cameos;
+ [SerializeField] Animator _Animator;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ HideAll();
+ //gameObject.SetActive(false);
+ }
+ public void ShowPhoto(FreezeFrame.PhotoArgs args)
+ {
+ SetPhoto(args);
+ _Animator.DoScaledAnimationAsync("Show", timeScale: 0.5f, animLayer: 2);
+ }
+ public void HideAll()
+ {
+ _Animator.DoScaledAnimationAsync("NoCar", timeScale: 0.5f, animLayer: 0);
+ _Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
+ _Animator.DoScaledAnimationAsync("Hide", timeScale: 0.5f, animLayer: 2);
+ }
+ public void SetPhoto(FreezeFrame.PhotoArgs args)
+ {
+ HideAll();
+
+ // complete miss, empty pic
+ if (args.State <= -2)
+ {
+ _Animator.DoScaledAnimationAsync("NoCar", timeScale: 0.5f, animLayer: 0);
+ _Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
+ return;
+ }
+
+ switch (args.Car)
+ {
+ case FreezeFrame.CarType.SlowCar:
+ if (args.State > 0)
+ _Animator.DoScaledAnimationAsync("SlowCar_Late", timeScale: 0.5f, animLayer: 0);
+ else if (args.State < 0)
+ _Animator.DoScaledAnimationAsync("SlowCar_Early", timeScale: 0.5f, animLayer: 0);
+ else
+ _Animator.DoScaledAnimationAsync("SlowCar_Perfect", timeScale: 0.5f, animLayer: 0);
+ break;
+ case FreezeFrame.CarType.FastCar:
+ if (args.State > 0)
+ _Animator.DoScaledAnimationAsync("FastCar_Late", timeScale: 0.5f, animLayer: 0);
+ else if (args.State < 0)
+ _Animator.DoScaledAnimationAsync("FastCar_Early", timeScale: 0.5f, animLayer: 0);
+ else
+ _Animator.DoScaledAnimationAsync("FastCar_Perfect", timeScale: 0.5f, animLayer: 0);
+ break;
+ }
+
+ switch(args.PhotoType)
+ {
+ case FreezeFrame.PhotoType.Default:
+ _Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
+ return;
+
+ case FreezeFrame.PhotoType.Ninja:
+ if (args.State == 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Ninja", timeScale: 0.5f, animLayer: 1);
+ else
+ _Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
+ return;
+ case FreezeFrame.PhotoType.Ghost:
+ if (args.State == 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Ghost", timeScale: 0.5f, animLayer: 1);
+ else
+ _Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
+ return;
+ case FreezeFrame.PhotoType.Rats:
+ if (args.State == 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Rats", timeScale: 0.5f, animLayer: 1);
+ else
+ _Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
+ return;
+
+ case FreezeFrame.PhotoType.PeaceSign:
+ if (args.State == 0)
+ {
+ if (args.Car == FreezeFrame.CarType.SlowCar)
+ _Animator.DoScaledAnimationAsync("Cameo_PeaceSlow", timeScale: 0.5f, animLayer: 1);
+ else
+ _Animator.DoScaledAnimationAsync("Cameo_PeaceFast", timeScale: 0.5f, animLayer: 1);
+ }
+ else
+ _Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
+ return;
+
+ // i don't like using so many dang cases here with basically the same thing in each but it breaks with the other thing i tried
+ case FreezeFrame.PhotoType.GirlfriendRight:
+ if (args.State > 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Girlfriend_Right_Late", timeScale: 0.5f, animLayer: 1);
+ else if (args.State < 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Girlfriend_Right_Early", timeScale: 0.5f, animLayer: 1);
+ else
+ _Animator.DoScaledAnimationAsync("Cameo_Girlfriend_Right_Perfect", timeScale: 0.5f, animLayer: 1);
+ return;
+ case FreezeFrame.PhotoType.GirlfriendLeft:
+ if (args.State > 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Girlfriend_Left_Late", timeScale: 0.5f, animLayer: 1);
+ else if (args.State < 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Girlfriend_Left_Early", timeScale: 0.5f, animLayer: 1);
+ else
+ _Animator.DoScaledAnimationAsync("Cameo_Girlfriend_Left_Perfect", timeScale: 0.5f, animLayer: 1);
+ return;
+ case FreezeFrame.PhotoType.Dude1Right:
+ if (args.State > 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Dude1_Right_Late", timeScale: 0.5f, animLayer: 1);
+ else if (args.State < 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Dude1_Right_Early", timeScale: 0.5f, animLayer: 1);
+ else
+ _Animator.DoScaledAnimationAsync("Cameo_Dude1_Right_Perfect", timeScale: 0.5f, animLayer: 1);
+ return;
+ case FreezeFrame.PhotoType.Dude1Left:
+ if (args.State > 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Dude1_Left_Late", timeScale: 0.5f, animLayer: 1);
+ else if (args.State < 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Dude1_Left_Early", timeScale: 0.5f, animLayer: 1);
+ else
+ _Animator.DoScaledAnimationAsync("Cameo_Dude1_Left_Perfect", timeScale: 0.5f, animLayer: 1);
+ return;
+ case FreezeFrame.PhotoType.Dude2Right:
+ if (args.State > 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Dude2_Right_Late", timeScale: 0.5f, animLayer: 1);
+ else if (args.State < 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Dude2_Right_Early", timeScale: 0.5f, animLayer: 1);
+ else
+ _Animator.DoScaledAnimationAsync("Cameo_Dude2_Right_Perfect", timeScale: 0.5f, animLayer: 1);
+ break;
+ case FreezeFrame.PhotoType.Dude2Left:
+ if (args.State > 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Dude2_Left_Late", timeScale: 0.5f, animLayer: 1);
+ else if (args.State < 0)
+ _Animator.DoScaledAnimationAsync("Cameo_Dude2_Left_Early", timeScale: 0.5f, animLayer: 1);
+ else
+ _Animator.DoScaledAnimationAsync("Cameo_Dude2_Left_Perfect", timeScale: 0.5f, animLayer: 1);
+ return;
+
+ default: // should not ever happen but it could
+ _Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
+ return;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Games/FreezeFrame/Photograph.cs.meta b/Assets/Scripts/Games/FreezeFrame/Photograph.cs.meta
new file mode 100644
index 00000000..1242a8c8
--- /dev/null
+++ b/Assets/Scripts/Games/FreezeFrame/Photograph.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6e32d9c0a4600404e87df2a5807e2d62
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs
index 5f7d7f10..e8907bb3 100644
--- a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs
+++ b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs
@@ -102,6 +102,16 @@ namespace HeavenStudio
{
Debug.LogWarning("Game loader RvlBookLoader failed!");
}
+
+ game = NtrFreezeFrameLoader.AddGame(eventCaller);
+ if (game != null)
+ {
+ eventCaller.minigames.Add(game.name, game);
+ }
+ else
+ {
+ Debug.LogWarning("Game loader NtrCameraManLoader failed!");
+ }
game = AgbClapLoader.AddGame(eventCaller);
if (game != null)