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:
Rapandrasmus 2023-01-20 16:48:30 +01:00 committed by GitHub
parent f0838444a8
commit 2d7e17bf5e
23 changed files with 5190 additions and 35 deletions

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using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlTambourineLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("tambourine", "Tambourine \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "812021", false, false, new List<GameAction>()
{
});
}
}
}
namespace HeavenStudio.Games
{
//using Scripts_Tambourine;
public class Tambourine : Minigame
{
[Header("Components")]
[SerializeField] Animator handsAnimator;
public static Tambourine instance;
void Awake()
{
instance = this;
}
void Update()
{
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
handsAnimator.Play("Shake", 0, 0);
//Jukebox.PlayOneShotGame("workingDough/PlayerSmallJump");
}
else if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
{
handsAnimator.Play("Smack", 0, 0);
//Jukebox.PlayOneShotGame("workingDough/PlayerBigJump");
}
}
}
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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;