get rid of a lot of leftover code

This commit is contained in:
DPS2004 2022-08-17 23:33:05 -04:00
parent a3a42a5378
commit 3076d7872a

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@ -14,40 +14,14 @@ namespace HeavenStudio.Games.Loaders
{
return new Minigame("tunnel", "Tunnel", "B4E6F6", false, false, new List<GameAction>()
{
new GameAction("toss", delegate { Tunnel.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 7, false, parameters: new List<Param>()
new GameAction("Start", delegate { Tunnel.instance.StartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 1, false, parameters: new List<Param>()
{
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
new Param("toggle", false, "Driver can stop", "Lets the driver stop if the player makes too many mistakes"),
}),
new GameAction("set background color", delegate { var e = eventCaller.currentEntity; Tunnel.instance.ChangeBackgroundColor(e.colorA, 0f); Tunnel.instance.ChangeBackgroundColor(e.colorB, 0f, true); }, 0.5f, false, new List<Param>()
{
new Param("colorA", Tunnel.defaultBgColor, "Background Color", "The background color to change to"),
new Param("colorB", Tunnel.defaultFgColor, "Foreground Color", "The foreground color to change to")
} ),
new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; Tunnel.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); Tunnel.instance.FadeBackgroundColor(e.colorC, e.colorD, e.length, true); }, 1f, true, new List<Param>()
{
new Param("colorA", Color.white, "BG Start Color", "The starting color in the fade"),
new Param("colorB", Tunnel.defaultBgColor, "BG End Color", "The ending color in the fade"),
new Param("colorC", Color.white, "FG Start Color", "The starting color in the fade"),
new Param("colorD", Tunnel.defaultFgColor, "FG End Color", "The ending color in the fade")
} ),
//left in for backwards-compatibility, but cannot be placed
new GameAction("set foreground color", delegate { var e = eventCaller.currentEntity; Tunnel.instance.ChangeBackgroundColor(e.colorA, 0f, true); }, 0.5f, false, new List<Param>
{
new Param("colorA", Tunnel.defaultFgColor, "Foreground Color", "The foreground color to change to")
}, hidden: true ),
new GameAction("fade foreground color", delegate { var e = eventCaller.currentEntity; Tunnel.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length, true); }, 1f, true, new List<Param>()
{
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
new Param("colorB", Tunnel.defaultFgColor, "End Color", "The ending color in the fade")
}, hidden: true ),
}
//new List<string>() {"ntr", "aim"},
//"ntrcoin", "en",
@ -70,26 +44,7 @@ namespace HeavenStudio.Games
public static Tunnel instance { get; set; }
private static Color _defaultBgColor;
public static Color defaultBgColor
{
get
{
ColorUtility.TryParseHtmlString("#F7F742", out _defaultBgColor);
return _defaultBgColor;
}
}
private static Color _defaultFgColor;
public static Color defaultFgColor
{
get
{
ColorUtility.TryParseHtmlString("#FFFF83", out _defaultFgColor);
return _defaultFgColor;
}
}
[Header("Backgrounds")]
public SpriteRenderer fg;
@ -101,23 +56,30 @@ namespace HeavenStudio.Games
[Header("Animators")]
public Animator handAnimator;
public Boolean isThrowing;
public PlayerActionEvent cowbell;
public bool audienceReacting;
public PlayerActionEvent coin;
public int driverState;
private void Awake()
{
instance = this;
isThrowing = false;
}
coin = null;
private void Start()
{
driverState = 0;
cowbell = null;
}
private void Update()
{
//nothing
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
HitCowbell();
}
}
private void LateUpdate()
@ -125,79 +87,47 @@ namespace HeavenStudio.Games
//nothing
}
public void TossCoin(float beat, bool audienceReacting)
public void HitCowbell()
{
if (coin != null) return;
Jukebox.PlayOneShot("count-ins/cowbell");
}
public void StartCowbell(float beat, bool audienceReacting)
{
//if (coin != null) return;
//Play sound and animations
Jukebox.PlayOneShotGame("coinToss/throw");
handAnimator.Play("Throw", 0, 0);
//handAnimator.Play("Throw", 0, 0);
//Game state says the hand is throwing the coin
isThrowing = true;
//isThrowing = true;
this.audienceReacting = audienceReacting;
//this.audienceReacting = audienceReacting;
coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
//coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
//cowbell = ScheduleInput(beat, 0f, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
//coin.perfectOnly = true;
}
public void CatchSuccess(PlayerActionEvent caller, float state)
public void CowbellSuccess(PlayerActionEvent caller, float state)
{
Jukebox.PlayOneShotGame("coinToss/catch");
if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/applause");
handAnimator.Play("Catch_success", 0, 0);
isThrowing = false;
HitCowbell();
}
public void CatchMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("coinToss/miss");
if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/disappointed");
handAnimator.Play("Pickup", 0, 0);
isThrowing = false;
public void CowbellMiss(PlayerActionEvent caller)
{
//HitCowbell();
}
public void CatchEmpty(PlayerActionEvent caller)
public void CowbellEmpty(PlayerActionEvent caller)
{
handAnimator.Play("Catch_empty", 0, 0);
isThrowing = false;
coin.CanHit(false);
//HitCowbell();
}
public void ChangeBackgroundColor(Color color, float beats, bool isFg = false)
{
var seconds = Conductor.instance.secPerBeat * beats;
if(!isFg)
{
if (bgColorTween != null)
bgColorTween.Kill(true);
} else
{
if (fgColorTween != null)
fgColorTween.Kill(true);
}
if (seconds == 0)
{
if(!isFg) bg.color = color;
if (isFg) fg.color = color;
}
else
{
if(!isFg) bgColorTween = bg.DOColor(color, seconds);
if(isFg) fgColorTween = fg.DOColor(color, seconds);
}
}
public void FadeBackgroundColor(Color start, Color end, float beats, bool isFg = false)
{
ChangeBackgroundColor(start, 0f, isFg);
ChangeBackgroundColor(end, beats, isFg);
}
}
}