mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Minigame: Samurai Slice (Gold) (#79)
* Game: Samurai Slice (DS) initial scene setup * Samurai Slice (Gold) - Start animations * Samurai Slice (Gold) - Finish core samurai animations * Samurai Slice (Gold) - Basic interactions * Samurai Slice (Gold): object prep * Samurai Slice (Gold): object type setup * Samurai Slice (Gold): object paths * Samurai Slice (Gold): prep for other objects * Samurai Slice (Gold): prep fish * Samurai Slice (Gold): Objects complete * Samurai Slice (Gold): dinero quiero cien vbucks * Samurai Slice (Gold): polish cash, slicing anim * Samurai Slice (Gold): child catching * Samurai Slice (Gold): feature complete
This commit is contained in:
parent
8de2364cf7
commit
2453f9a48b
87 changed files with 38114 additions and 2 deletions
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alphaTestReferenceValue: 0.5
|
||||||
|
mipMapFadeDistanceStart: 1
|
||||||
|
mipMapFadeDistanceEnd: 3
|
||||||
|
bumpmap:
|
||||||
|
convertToNormalMap: 0
|
||||||
|
externalNormalMap: 0
|
||||||
|
heightScale: 0.25
|
||||||
|
normalMapFilter: 0
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|
isReadable: 0
|
||||||
|
streamingMipmaps: 0
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||||||
|
streamingMipmapsPriority: 0
|
||||||
|
vTOnly: 0
|
||||||
|
grayScaleToAlpha: 0
|
||||||
|
generateCubemap: 6
|
||||||
|
cubemapConvolution: 0
|
||||||
|
seamlessCubemap: 0
|
||||||
|
textureFormat: 1
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|
maxTextureSize: 2048
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||||||
|
textureSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
filterMode: 1
|
||||||
|
aniso: 1
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|
mipBias: 0
|
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|
wrapU: 1
|
||||||
|
wrapV: 1
|
||||||
|
wrapW: 1
|
||||||
|
nPOTScale: 0
|
||||||
|
lightmap: 0
|
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|
compressionQuality: 50
|
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spriteMode: 1
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|
spriteExtrude: 1
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||||||
|
spriteMeshType: 1
|
||||||
|
alignment: 0
|
||||||
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
|
spritePixelsToUnits: 100
|
||||||
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
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spriteGenerateFallbackPhysicsShape: 1
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|
alphaUsage: 1
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|
alphaIsTransparency: 1
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spriteTessellationDetail: -1
|
||||||
|
textureType: 8
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|
textureShape: 1
|
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|
singleChannelComponent: 0
|
||||||
|
flipbookRows: 1
|
||||||
|
flipbookColumns: 1
|
||||||
|
maxTextureSizeSet: 0
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|
compressionQualitySet: 0
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|
textureFormatSet: 0
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|
ignorePngGamma: 0
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||||||
|
applyGammaDecoding: 0
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||||||
|
platformSettings:
|
||||||
|
- serializedVersion: 3
|
||||||
|
buildTarget: DefaultTexturePlatform
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
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|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
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|
allowsAlphaSplitting: 0
|
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|
overridden: 0
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|
androidETC2FallbackOverride: 0
|
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|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
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|
spriteSheet:
|
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|
serializedVersion: 2
|
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|
sprites: []
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
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|
bones: []
|
||||||
|
spriteID: 5e97eb03825dee720800000000000000
|
||||||
|
internalID: 0
|
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|
vertices: []
|
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|
indices:
|
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|
edges: []
|
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|
weights: []
|
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|
secondaryTextures: []
|
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|
spritePackingTag:
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pSDRemoveMatte: 0
|
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|
pSDShowRemoveMatteOption: 0
|
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|
userData:
|
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|
assetBundleName:
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|
assetBundleVariant:
|
8
Assets/Scripts/Games/SamuraiSliceNtr.meta
Normal file
8
Assets/Scripts/Games/SamuraiSliceNtr.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
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|
guid: 440c5554544146b448285c8d5ea9bd26
|
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|
folderAsset: yes
|
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|
DefaultImporter:
|
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|
externalObjects: {}
|
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|
userData:
|
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|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
59
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs
Normal file
59
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs
Normal file
|
@ -0,0 +1,59 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games.Scripts_NtrSamurai
|
||||||
|
{
|
||||||
|
public class NtrSamurai : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("References")]
|
||||||
|
public Animator animator;
|
||||||
|
|
||||||
|
[Header("Properties")]
|
||||||
|
public bool stepping;
|
||||||
|
|
||||||
|
public void Init()
|
||||||
|
{
|
||||||
|
stepping = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Bop()
|
||||||
|
{
|
||||||
|
if (!stepping && !(animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash"))
|
||||||
|
animator.Play("Beat", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Step(bool off)
|
||||||
|
{
|
||||||
|
stepping = !off;
|
||||||
|
if (off)
|
||||||
|
{
|
||||||
|
animator.Play("Beat", -1, 0);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash")
|
||||||
|
animator.Play("StepSeathe", -1, 0);
|
||||||
|
else
|
||||||
|
animator.Play("Step", -1, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Slash()
|
||||||
|
{
|
||||||
|
stepping = false;
|
||||||
|
animator.Play("Slash", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool isStepping()
|
||||||
|
{
|
||||||
|
return stepping;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs.meta
Normal file
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
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|
guid: 91edf50b6967f864ca699d5f3dd0de5c
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
56
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs
Normal file
56
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs
Normal file
|
@ -0,0 +1,56 @@
|
||||||
|
using DG.Tweening;
|
||||||
|
using NaughtyBezierCurves;
|
||||||
|
using HeavenStudio.Util;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
using DG.Tweening;
|
||||||
|
using NaughtyBezierCurves;
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games.Scripts_NtrSamurai
|
||||||
|
{
|
||||||
|
public class NtrSamuraiChild : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Transforms")]
|
||||||
|
public Transform DebrisPosL;
|
||||||
|
public Transform DebrisPosR;
|
||||||
|
public Transform WalkPos0;
|
||||||
|
public Transform WalkPos1;
|
||||||
|
|
||||||
|
[Header("Objects")]
|
||||||
|
public Animator anim;
|
||||||
|
|
||||||
|
public float startBeat = Single.MinValue;
|
||||||
|
public bool isMain = true;
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (!isMain)
|
||||||
|
{
|
||||||
|
var cond = Conductor.instance;
|
||||||
|
float prog = Conductor.instance.GetPositionFromBeat(startBeat + 1f, 2f);
|
||||||
|
if (prog >= 0)
|
||||||
|
{
|
||||||
|
Walk();
|
||||||
|
transform.position = Vector3.Lerp(WalkPos0.position, WalkPos1.position, prog);
|
||||||
|
if (prog >= 1f)
|
||||||
|
{
|
||||||
|
GameObject.Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Bop()
|
||||||
|
{
|
||||||
|
anim.Play("ChildBeat", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Walk()
|
||||||
|
{
|
||||||
|
anim.Play("ChildWalk");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs.meta
Normal file
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bfdb7063344c23f42b3c36732758c247
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
302
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiObject.cs
Normal file
302
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiObject.cs
Normal file
|
@ -0,0 +1,302 @@
|
||||||
|
using DG.Tweening;
|
||||||
|
using NaughtyBezierCurves;
|
||||||
|
using HeavenStudio.Util;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
using DG.Tweening;
|
||||||
|
using NaughtyBezierCurves;
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games.Scripts_NtrSamurai
|
||||||
|
{
|
||||||
|
public class NtrSamuraiObject : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Objects")]
|
||||||
|
public ParticleSystem moneyBurst;
|
||||||
|
public Animator anim;
|
||||||
|
public NtrSamuraiObject secondHalf;
|
||||||
|
|
||||||
|
[Header("Transforms")]
|
||||||
|
public Transform doubleLaunchPos;
|
||||||
|
public Transform heldPos;
|
||||||
|
|
||||||
|
public float startBeat;
|
||||||
|
public int type;
|
||||||
|
public bool isDebris = false;
|
||||||
|
public int holdingCash = 1;
|
||||||
|
|
||||||
|
BezierCurve3D currentCurve;
|
||||||
|
int flyProg = 0;
|
||||||
|
bool flying = true;
|
||||||
|
bool missedLaunch = false;
|
||||||
|
bool missedHit = false;
|
||||||
|
|
||||||
|
PlayerActionEvent launchProg;
|
||||||
|
PlayerActionEvent hitProg;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (isDebris)
|
||||||
|
{
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Fish:
|
||||||
|
anim.Play("ObjFishDebris");
|
||||||
|
break;
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||||
|
anim.Play("ObjDemonDebris02");
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
anim.Play("ObjMelonDebris");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
currentCurve = SamuraiSliceNtr.instance.DebrisLeftCurve;
|
||||||
|
|
||||||
|
var cond = Conductor.instance;
|
||||||
|
float flyPos = cond.GetPositionFromBeat(startBeat, 1f);
|
||||||
|
transform.position = currentCurve.GetPoint(flyPos);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Fish:
|
||||||
|
anim.Play("ObjFish");
|
||||||
|
break;
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||||
|
anim.Play("ObjDemon");
|
||||||
|
|
||||||
|
MultiSound.Play(new MultiSound.Sound[] {
|
||||||
|
new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 1f, 1.5f),
|
||||||
|
new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 1.5f, 1.25f),
|
||||||
|
new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 2f),
|
||||||
|
});
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
anim.Play("ObjMelon");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
|
||||||
|
//autoplay: launch anim
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
//autoplay: unstep
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
|
||||||
|
currentCurve = SamuraiSliceNtr.instance.InCurve;
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * startBeat));
|
||||||
|
|
||||||
|
var cond = Conductor.instance;
|
||||||
|
float flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f);
|
||||||
|
transform.position = currentCurve.GetPoint(flyPos);
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime) + UnityEngine.Random.Range(0f, 180f));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
var cond = Conductor.instance;
|
||||||
|
float flyPos;
|
||||||
|
if (flying)
|
||||||
|
{
|
||||||
|
switch (flyProg)
|
||||||
|
{
|
||||||
|
case -2: // being carried by a child
|
||||||
|
flyPos = cond.GetPositionFromBeat(startBeat + 2f, 2f);
|
||||||
|
if (heldPos == null || flyPos > 1f)
|
||||||
|
{
|
||||||
|
GameObject.Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
transform.position = heldPos.position;
|
||||||
|
break;
|
||||||
|
case -1: // sliced by samurai, falling towards child
|
||||||
|
flyPos = cond.GetPositionFromBeat(startBeat, 1f);
|
||||||
|
transform.position = currentCurve.GetPoint(flyPos);
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + ((isDebris? 360f : -360f) * Time.deltaTime));
|
||||||
|
|
||||||
|
if (flyPos > 1f)
|
||||||
|
{
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_catch");
|
||||||
|
if (!isDebris)
|
||||||
|
{
|
||||||
|
NtrSamuraiChild child = SamuraiSliceNtr.instance.CreateChild(startBeat + 1f);
|
||||||
|
heldPos = child.DebrisPosR;
|
||||||
|
secondHalf.heldPos = child.DebrisPosL;
|
||||||
|
}
|
||||||
|
flyProg = -2;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case 2: // fish first bounce
|
||||||
|
float jumpPos = cond.GetPositionFromBeat(launchProg.startBeat, 2f);
|
||||||
|
float yMul = jumpPos * 2f - 1f;
|
||||||
|
float yWeight = -(yMul*yMul) + 1f;
|
||||||
|
transform.position = doubleLaunchPos.position + new Vector3(0, 4.5f * yWeight);
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-2 * 360f * Time.deltaTime));
|
||||||
|
|
||||||
|
if (jumpPos > 2f)
|
||||||
|
{
|
||||||
|
// missed...
|
||||||
|
GameObject.Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case 1: // launched from board to samurai
|
||||||
|
float flyDur = 3f;
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||||
|
flyDur = 5f;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
flyDur = 3f;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
flyPos = cond.GetPositionFromBeat(hitProg.startBeat, flyDur);
|
||||||
|
transform.position = currentCurve.GetPoint(flyPos);
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (3 * 360f * Time.deltaTime));
|
||||||
|
|
||||||
|
if (flyPos > 1f)
|
||||||
|
{
|
||||||
|
// missed...
|
||||||
|
GameObject.Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
default: // object initial spawn, flying towards board
|
||||||
|
flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f);
|
||||||
|
transform.position = currentCurve.GetPoint(flyPos);
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime));
|
||||||
|
|
||||||
|
if (flyPos > 1f)
|
||||||
|
{
|
||||||
|
// missed...
|
||||||
|
GameObject.Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DoLaunch()
|
||||||
|
{
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Fish:
|
||||||
|
if (flyProg == 2)
|
||||||
|
{
|
||||||
|
flyProg = 1;
|
||||||
|
hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 4f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 4f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
|
||||||
|
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 1f/4);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
flyProg = 2;
|
||||||
|
launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
//autoplay: unstep
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
currentCurve = null;
|
||||||
|
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 0.8f);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||||
|
flyProg = 1;
|
||||||
|
hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
currentCurve = SamuraiSliceNtr.instance.LaunchHighCurve;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
flyProg = 1;
|
||||||
|
hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DoLaunchAutoplay(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
SamuraiSliceNtr.instance.DoStep();
|
||||||
|
}
|
||||||
|
|
||||||
|
void DoSliceAutoplay(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
SamuraiSliceNtr.instance.DoSlice();
|
||||||
|
}
|
||||||
|
|
||||||
|
void DoUnStepAutoplay(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
if (SamuraiSliceNtr.instance.player.stepping)
|
||||||
|
{
|
||||||
|
SamuraiSliceNtr.instance.DoUnStep();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void LaunchSuccess(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
launchProg.Disable();
|
||||||
|
DoLaunch();
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: UnityEngine.Random.Range(0.85f, 1.05f));
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void LaunchMiss(PlayerActionEvent caller)
|
||||||
|
{
|
||||||
|
missedLaunch = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void LaunchThrough(PlayerActionEvent caller) {}
|
||||||
|
|
||||||
|
public void HitSuccess(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
flyProg = -1;
|
||||||
|
hitProg.Disable();
|
||||||
|
if (UnityEngine.Random.Range(0f, 1f) >= 0.5f)
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_just00", pitch: UnityEngine.Random.Range(0.95f, 1.05f));
|
||||||
|
else
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_just01", pitch: UnityEngine.Random.Range(0.95f, 1.05f));
|
||||||
|
|
||||||
|
currentCurve = SamuraiSliceNtr.instance.DebrisRightCurve;
|
||||||
|
|
||||||
|
var mobj = GameObject.Instantiate(SamuraiSliceNtr.instance.objectPrefab, SamuraiSliceNtr.instance.objectHolder);
|
||||||
|
var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
|
||||||
|
mobjDat.startBeat = caller.startBeat + caller.timer;
|
||||||
|
mobjDat.type = type;
|
||||||
|
mobjDat.isDebris = true;
|
||||||
|
mobjDat.flyProg = -1;
|
||||||
|
|
||||||
|
mobj.transform.position = transform.position;
|
||||||
|
mobj.transform.rotation = transform.rotation;
|
||||||
|
mobj.GetComponent<SpriteRenderer>().sortingOrder = 4;
|
||||||
|
mobj.SetActive(true);
|
||||||
|
|
||||||
|
secondHalf = mobjDat;
|
||||||
|
|
||||||
|
this.startBeat = caller.startBeat + caller.timer;
|
||||||
|
if (type == (int) SamuraiSliceNtr.ObjectType.Demon)
|
||||||
|
{
|
||||||
|
anim.Play("ObjDemonDebris01");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (holdingCash > 0)
|
||||||
|
{
|
||||||
|
moneyBurst.Emit(holdingCash);
|
||||||
|
Jukebox.PlayOneShotGame((holdingCash > 2) ? "samuraiSliceNtr/ntrSamurai_scoreMany" : "samuraiSliceNtr/ntrSamurai_ng", pitch: UnityEngine.Random.Range(0.95f, 1.05f));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void HitMiss(PlayerActionEvent caller)
|
||||||
|
{
|
||||||
|
missedHit = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ae0b3df22f9080c4cad91e4b72fe7105
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
142
Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
Normal file
142
Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
Normal file
|
@ -0,0 +1,142 @@
|
||||||
|
using HeavenStudio.Util;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
using DG.Tweening;
|
||||||
|
using NaughtyBezierCurves;
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games.Loaders
|
||||||
|
{
|
||||||
|
using static Minigames;
|
||||||
|
public static class NtrSamuraiLoader
|
||||||
|
{
|
||||||
|
public static Minigame AddGame(EventCaller eventCaller) {
|
||||||
|
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS) \n<color=#eb5454>[WIP]</color>", "00165D", false, false, new List<GameAction>()
|
||||||
|
{
|
||||||
|
new GameAction("spawn object", delegate
|
||||||
|
{
|
||||||
|
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.type, (int) eventCaller.currentEntity.valA);
|
||||||
|
}, 8, false, new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
|
||||||
|
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the object spills out when sliced"),
|
||||||
|
}),
|
||||||
|
//new GameAction("start bopping", delegate { SamuraiSliceNtr.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1),
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games
|
||||||
|
{
|
||||||
|
using Scripts_NtrSamurai;
|
||||||
|
|
||||||
|
public class SamuraiSliceNtr : Minigame
|
||||||
|
{
|
||||||
|
public enum ObjectType {
|
||||||
|
Melon,
|
||||||
|
Fish,
|
||||||
|
Demon
|
||||||
|
}
|
||||||
|
|
||||||
|
[Header("References")]
|
||||||
|
public NtrSamurai player;
|
||||||
|
public GameObject launcher;
|
||||||
|
public GameObject objectPrefab;
|
||||||
|
public GameObject childParent;
|
||||||
|
public Transform objectHolder;
|
||||||
|
|
||||||
|
public BezierCurve3D InCurve;
|
||||||
|
public BezierCurve3D LaunchCurve;
|
||||||
|
public BezierCurve3D LaunchHighCurve;
|
||||||
|
|
||||||
|
public BezierCurve3D NgLaunchCurve;
|
||||||
|
public BezierCurve3D DebrisLeftCurve;
|
||||||
|
public BezierCurve3D DebrisRightCurve;
|
||||||
|
|
||||||
|
//game scene
|
||||||
|
public static SamuraiSliceNtr instance;
|
||||||
|
|
||||||
|
public GameEvent bop = new GameEvent();
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
instance = this;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
var cond = Conductor.instance;
|
||||||
|
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||||
|
{
|
||||||
|
player.Bop();
|
||||||
|
childParent.GetComponent<NtrSamuraiChild>().Bop();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (PlayerInput.AltPressed())
|
||||||
|
DoStep();
|
||||||
|
if (PlayerInput.AltPressedUp() && player.isStepping())
|
||||||
|
DoUnStep();
|
||||||
|
if (PlayerInput.Pressed())
|
||||||
|
DoSlice();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DoStep()
|
||||||
|
{
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
|
||||||
|
player.Step(false);
|
||||||
|
launcher.GetComponent<Animator>().Play("Launch", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DoUnStep()
|
||||||
|
{
|
||||||
|
player.Step(true);
|
||||||
|
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DoSlice()
|
||||||
|
{
|
||||||
|
if (player.isStepping())
|
||||||
|
{
|
||||||
|
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
||||||
|
}
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
|
||||||
|
player.Slash();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Bop(float beat, float length)
|
||||||
|
{
|
||||||
|
bop.length = length;
|
||||||
|
bop.startBeat = beat;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ObjectIn(float beat, int type = (int) ObjectType.Melon, int value = 1)
|
||||||
|
{
|
||||||
|
var mobj = GameObject.Instantiate(objectPrefab, objectHolder);
|
||||||
|
var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
|
||||||
|
mobjDat.startBeat = beat;
|
||||||
|
mobjDat.type = type;
|
||||||
|
mobjDat.holdingCash = value;
|
||||||
|
|
||||||
|
mobj.SetActive(true);
|
||||||
|
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_in00");
|
||||||
|
}
|
||||||
|
|
||||||
|
public NtrSamuraiChild CreateChild(float beat)
|
||||||
|
{
|
||||||
|
var mobj = GameObject.Instantiate(childParent, objectHolder);
|
||||||
|
var mobjDat = mobj.GetComponent<NtrSamuraiChild>();
|
||||||
|
mobjDat.startBeat = beat;
|
||||||
|
mobjDat.isMain = false;
|
||||||
|
|
||||||
|
mobjDat.Bop();
|
||||||
|
|
||||||
|
mobj.SetActive(true);
|
||||||
|
|
||||||
|
return mobjDat;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs.meta
Normal file
11
Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 00eae865695fcff4e8ccadf976355847
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in a new issue