mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
Working Dough Polish and QoL + Tambourine Initilization (#211)
* Added sfx, sprites and folders neccesary. And also made an empty game object for working dough * Started work on the background * Implemented all unanimated sprites * Added Init * Added Prefabs * Added Jumping and Idle Animatins for the Dough Dudes * SmallFix * Start Interval Event Implemented * Added Audio and Small and Big Ball events * Code Improvement + starting making the balls * Added bezier curves * Added First Rendition of Balls * Added NPC Balls and starting doing small transporting animations * SmallFixes * SmallSoundChanges * Implemented Audio and prefunction, not done with it though * In process of fixing set interval * Added more prefunction stuff and also started working on player input * Tried adding player balls, not done, many bugs to fix * Reverted trying to make the playerenterdoughball handle inputs, gonna do it through the main script instead * Sat up input code for later * Input works now! Need to add barely and wrong input animations and fix bugs * Tiny fix * Added first draft of wronginput animations * Finished all input anims, trying to fix bugs * Added finished Spaceship animations * Added Mr Game and Watch WIP and lifting dough dudes * Finished GANDW, fixed some bugs and still fixing bugs, almost done! * DONE * Begun development on tambourine * Working Dough Polish
This commit is contained in:
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23 changed files with 5190 additions and 35 deletions
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Assets/Resources/Games/tambourine.prefab
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Assets/Resources/Sprites/Games/Tambourine/Tambourine_HQ.png.meta
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Assets/Scripts/Games/Tambourine.meta
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Assets/Scripts/Games/Tambourine/Tambourine.cs
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class RvlTambourineLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("tambourine", "Tambourine \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "812021", false, false, new List<GameAction>()
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{
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});
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}
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}
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}
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namespace HeavenStudio.Games
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{
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//using Scripts_Tambourine;
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public class Tambourine : Minigame
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{
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[Header("Components")]
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[SerializeField] Animator handsAnimator;
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public static Tambourine instance;
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void Awake()
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{
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instance = this;
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}
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void Update()
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{
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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handsAnimator.Play("Shake", 0, 0);
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//Jukebox.PlayOneShotGame("workingDough/PlayerSmallJump");
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}
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else if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
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{
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handsAnimator.Play("Smack", 0, 0);
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//Jukebox.PlayOneShotGame("workingDough/PlayerBigJump");
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}
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}
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}
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}
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Assets/Scripts/Games/Tambourine/Tambourine.cs.meta
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11
Assets/Scripts/Games/Tambourine/Tambourine.cs.meta
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|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5ec4969f7d4b5a743a23d8b456cfc99c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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53
Assets/Scripts/Games/WorkingDough/Bop.anim
Normal file
53
Assets/Scripts/Games/WorkingDough/Bop.anim
Normal file
|
@ -0,0 +1,53 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!74 &7400000
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AnimationClip:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Bop
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serializedVersion: 6
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m_Legacy: 0
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m_Compressed: 0
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m_UseHighQualityCurve: 1
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m_RotationCurves: []
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m_CompressedRotationCurves: []
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m_EulerCurves: []
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m_PositionCurves: []
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m_ScaleCurves: []
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m_FloatCurves: []
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m_PPtrCurves: []
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m_SampleRate: 60
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m_WrapMode: 0
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m_Bounds:
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m_Center: {x: 0, y: 0, z: 0}
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m_Extent: {x: 0, y: 0, z: 0}
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m_ClipBindingConstant:
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genericBindings: []
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pptrCurveMapping: []
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m_AnimationClipSettings:
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serializedVersion: 2
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m_AdditiveReferencePoseClip: {fileID: 0}
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m_AdditiveReferencePoseTime: 0
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m_StartTime: 0
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m_StopTime: 1
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m_OrientationOffsetY: 0
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m_Level: 0
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m_CycleOffset: 0
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m_HasAdditiveReferencePose: 0
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m_LoopTime: 1
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m_LoopBlend: 0
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m_LoopBlendOrientation: 0
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m_LoopBlendPositionY: 0
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m_LoopBlendPositionXZ: 0
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m_KeepOriginalOrientation: 0
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m_KeepOriginalPositionY: 1
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m_KeepOriginalPositionXZ: 0
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m_HeightFromFeet: 0
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m_Mirror: 0
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m_EditorCurves: []
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m_EulerEditorCurves: []
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m_HasGenericRootTransform: 0
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m_HasMotionFloatCurves: 0
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m_Events: []
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8
Assets/Scripts/Games/WorkingDough/Bop.anim.meta
Normal file
8
Assets/Scripts/Games/WorkingDough/Bop.anim.meta
Normal file
|
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: a55240eea497190469a280759b1d9b33
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NativeFormatImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -11,12 +11,12 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("workingDough", "Working Dough \n<color=#eb5454>[WIP]</color>", "090909", false, false, new List<GameAction>()
|
||||
return new Minigame("workingDough", "Working Dough", "090909", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("beat intervals", "Start Interval")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSetIntervalStart(e.beat, e.length); },
|
||||
defaultLength = 4f,
|
||||
defaultLength = 8f,
|
||||
resizable = true,
|
||||
priority = 1
|
||||
},
|
||||
|
@ -24,23 +24,27 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSpawnBall(e.beat, false); },
|
||||
defaultLength = 0.5f,
|
||||
priority = 2
|
||||
},
|
||||
new GameAction("big ball", "Big Ball")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSpawnBall(e.beat, true); },
|
||||
defaultLength = 0.5f,
|
||||
priority = 2
|
||||
},
|
||||
new GameAction("launch spaceship", "Launch Spaceship")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = true
|
||||
resizable = true,
|
||||
priority = 3
|
||||
},
|
||||
new GameAction("rise spaceship", "Rise Up Spaceship")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = true
|
||||
resizable = true,
|
||||
priority = 3
|
||||
},
|
||||
new GameAction("lift dough dudes", "Lift Dough Dudes")
|
||||
{
|
||||
|
@ -50,7 +54,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new Param("toggle", false, "Go Up?", "Toggle to go Up or Down.")
|
||||
},
|
||||
resizable = true
|
||||
resizable = true,
|
||||
priority = 3
|
||||
},
|
||||
new GameAction("instant lift", "Instant Lift")
|
||||
{
|
||||
|
@ -60,6 +65,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("toggle", true, "Go Up?", "Toggle to go Up or Down.")
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
priority = 3
|
||||
},
|
||||
new GameAction("mr game and watch enter or exit", "Mr. G&W Enter or Exit")
|
||||
{
|
||||
|
@ -69,7 +75,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new Param("toggle", false, "Should exit?", "Toggle to make him leave or enter.")
|
||||
},
|
||||
resizable = true
|
||||
resizable = true,
|
||||
priority = 3
|
||||
},
|
||||
new GameAction("instant game and watch", "Instant Mr. G&W Enter or Exit")
|
||||
{
|
||||
|
@ -79,6 +86,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("toggle", false, "Exit?", "Toggle to make him leave or enter.")
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
priority = 3
|
||||
},
|
||||
});
|
||||
}
|
||||
|
@ -129,7 +137,7 @@ namespace HeavenStudio.Games
|
|||
float risingStartBeat;
|
||||
float liftingLength = 4f;
|
||||
float liftingStartBeat;
|
||||
public float beatInterval = 4f;
|
||||
public float beatInterval = 8f;
|
||||
float gandMovingLength = 4f;
|
||||
float gandMovingStartBeat;
|
||||
public bool bigMode;
|
||||
|
@ -153,7 +161,7 @@ namespace HeavenStudio.Games
|
|||
bool liftingDoughDudes;
|
||||
string liftingAnimName;
|
||||
bool ballTriggerSetInterval = true;
|
||||
bool gandwHasEntered;
|
||||
bool gandwHasEntered = true;
|
||||
bool gandwMoving;
|
||||
string gandwMovingAnimName;
|
||||
|
||||
|
|
Loading…
Reference in a new issue