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Power Calligraphy fixed (#778)
* Power Calligraphy (WIP) * modified: Assets/Scripts/Games/PowerCalligraphy/Writing.cs * comma * onore * sweep * sun * kokoro * Power Calligraphy (WIP) * Changed object to prefab * Force Prepare * Changed so that the next paper is set correctly. * updated controllers
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Assets/Resources/Prefabs/Games/PowerCalligraphy.meta
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userData:
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|
@ -20,74 +20,49 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new GameAction("re", "Re (レ)")
|
||||
{
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.re, e["prepare"]); },
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.re); },
|
||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.re); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
||||
},
|
||||
defaultLength = 8f,
|
||||
},
|
||||
new GameAction("comma", "Comma (、)")
|
||||
{
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.comma, e["prepare"]); },
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.comma); },
|
||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.comma); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
||||
},
|
||||
defaultLength = 8f,
|
||||
},
|
||||
new GameAction("chikara", "Chikara (力)")
|
||||
{
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.chikara, e["prepare"]); },
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.chikara); },
|
||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.chikara); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
||||
},
|
||||
defaultLength = 8f,
|
||||
},
|
||||
new GameAction("onore", "Onore (己)")
|
||||
{
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.onore, e["prepare"]); },
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.onore); },
|
||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.onore); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
||||
},
|
||||
defaultLength = 8f,
|
||||
},
|
||||
new GameAction("sun", "Sun (寸)")
|
||||
{
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.sun, e["prepare"]); },
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.sun); },
|
||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.sun); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
||||
},
|
||||
defaultLength = 8f,
|
||||
},
|
||||
new GameAction("kokoro", "Kokoro (心)")
|
||||
{
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.kokoro, e["prepare"]); },
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.kokoro); },
|
||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.kokoro); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
||||
},
|
||||
defaultLength = 8f,
|
||||
},
|
||||
new GameAction("face", "Face (つるニハ○○ムし)")
|
||||
{
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat,
|
||||
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face, e["prepare"]); },
|
||||
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); },
|
||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat,
|
||||
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("korean", false, "Korean Version", "Change the character to Korean version. (つ3ニハ○○ムし)"),
|
||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
||||
},
|
||||
defaultLength = 12f,
|
||||
},
|
||||
|
@ -119,14 +94,20 @@ namespace HeavenStudio.Games
|
|||
using Scripts_PowerCalligraphy;
|
||||
public class PowerCalligraphy : Minigame
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] List<GameObject> basePapers = new List<GameObject>();
|
||||
[SerializeField] List<RuntimeAnimatorController> fudePosCntls = new List<RuntimeAnimatorController>();
|
||||
public Transform paperHolder;
|
||||
public Writing endPaper;
|
||||
public Animator endPaper;
|
||||
|
||||
public Animator fudePosAnim;
|
||||
public Animator fudeAnim;
|
||||
|
||||
public static int queuedType;
|
||||
|
||||
[Header("Variables")]
|
||||
public Vector3 scrollSpeed = new Vector3();
|
||||
|
||||
public static Nullable<QueuedPaper> queuedPaper = null;
|
||||
|
||||
public enum CharacterType
|
||||
{
|
||||
re,
|
||||
|
@ -139,12 +120,8 @@ namespace HeavenStudio.Games
|
|||
face_kr,
|
||||
NONE,
|
||||
}
|
||||
public struct QueuedPaper
|
||||
{
|
||||
public double beat;
|
||||
public int type;
|
||||
}
|
||||
|
||||
double gameStartBeat;
|
||||
public static PowerCalligraphy instance = null;
|
||||
|
||||
// Start is called before the first frame update
|
||||
|
@ -152,23 +129,36 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
instance = this;
|
||||
}
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
gameStartBeat = beat;
|
||||
NextPrepare(beat);
|
||||
}
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
OnGameSwitch(beat);
|
||||
}
|
||||
|
||||
Writing nowPaper;
|
||||
bool isPrepare = false;
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (!cond.isPlaying || cond.isPaused) return;
|
||||
|
||||
if (queuedPaper is not null)
|
||||
if (!cond.isPlaying || cond.isPaused)
|
||||
{
|
||||
Prepare(queuedPaper.Value.beat, queuedPaper.Value.type);
|
||||
queuedPaper = null;
|
||||
if (!cond.isPaused) queuedType = (int)CharacterType.NONE;
|
||||
return;
|
||||
}
|
||||
|
||||
if (queuedType != (int)CharacterType.NONE)
|
||||
{
|
||||
Prepare(queuedType);
|
||||
queuedType = (int)CharacterType.NONE;
|
||||
}
|
||||
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||
{
|
||||
if (nowPaper.onGoing && nowPaper.Stroke == 0)
|
||||
if (nowPaper.onGoing && nowPaper.Stroke == 1)
|
||||
{
|
||||
nowPaper.ProcessInput("fast");
|
||||
ScoreMiss();
|
||||
|
@ -176,7 +166,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress))
|
||||
{
|
||||
if (nowPaper.onGoing && nowPaper.Stroke != 0)
|
||||
if (nowPaper.onGoing && nowPaper.Stroke != 1)
|
||||
{
|
||||
nowPaper.ProcessInput("fast");
|
||||
ScoreMiss();
|
||||
|
@ -184,43 +174,76 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
private void SpawnPaper(double beat, int type)
|
||||
private void SpawnPaper(int type)
|
||||
{
|
||||
nowPaper = Instantiate(basePapers[type], paperHolder).GetComponent<Writing>();
|
||||
nowPaper.targetBeat = beat;
|
||||
nowPaper.scrollSpeed = scrollSpeed;
|
||||
nowPaper.gameObject.SetActive(true);
|
||||
nowPaper.Init();
|
||||
fudePosAnim.runtimeAnimatorController = fudePosCntls[type];
|
||||
}
|
||||
|
||||
public void Write(double beat, int type)
|
||||
{
|
||||
if (!isPrepare) Prepare(beat, type);
|
||||
Prepare(type);
|
||||
nowPaper.startBeat = beat;
|
||||
nowPaper.Play();
|
||||
isPrepare=false;
|
||||
double nextBeat = beat + nowPaper.nextBeat;
|
||||
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||
new BeatAction.Action(nextBeat, delegate{ NextPrepare(nextBeat);})
|
||||
});
|
||||
}
|
||||
|
||||
public void QueuePaper(double beat, int type, bool prepare)
|
||||
public void QueuePaper(double beat, int type)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "powerCalligraphy" || prepare)
|
||||
if (GameManager.instance.currentGame != "powerCalligraphy")
|
||||
{
|
||||
queuedPaper = new QueuedPaper()
|
||||
{
|
||||
beat = beat,
|
||||
type = type,
|
||||
};
|
||||
queuedType = type;
|
||||
}
|
||||
else if(Conductor.instance.songPositionInBeats < beat)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||
new BeatAction.Action(beat-1, delegate{ Prepare(beat, type);})
|
||||
new BeatAction.Action(beat-1, delegate{ Prepare(type);})
|
||||
});
|
||||
}
|
||||
}
|
||||
public void Prepare(double beat, int type)
|
||||
public void Prepare(int type)
|
||||
{
|
||||
SpawnPaper(beat, type);
|
||||
isPrepare = true;
|
||||
if (!isPrepare)
|
||||
{
|
||||
SpawnPaper(type);
|
||||
isPrepare = true;
|
||||
}
|
||||
}
|
||||
public void NextPrepare(double beat) // Prepare next paper
|
||||
{
|
||||
double endBeat = double.MaxValue;
|
||||
var entities = gameManager.Beatmap.Entities;
|
||||
|
||||
RiqEntity firstEnd = entities.Find(c => (c.datamodel.StartsWith("gameManager/switchGame") || c.datamodel.Equals("gameManager/end")) && c.beat > gameStartBeat);
|
||||
endBeat = firstEnd?.beat ?? endBeat;
|
||||
|
||||
RiqEntity nextPaper = entities.Find(v =>
|
||||
(v.datamodel is "powerCalligraphy/re" or "powerCalligraphy/comma" or "powerCalligraphy/chikara" or "powerCalligraphy/onore" or "powerCalligraphy/sun" or "powerCalligraphy/kokoro" or "powerCalligraphy/face")
|
||||
&& v.beat >= beat && v.beat < endBeat);
|
||||
|
||||
if (nextPaper is not null)
|
||||
{
|
||||
int type = nextPaper.datamodel switch
|
||||
{
|
||||
"powerCalligraphy/re" => (int)CharacterType.re,
|
||||
"powerCalligraphy/comma" => (int)CharacterType.comma,
|
||||
"powerCalligraphy/chikara" => (int)CharacterType.chikara,
|
||||
"powerCalligraphy/onore" => (int)CharacterType.onore,
|
||||
"powerCalligraphy/sun" => (int)CharacterType.sun,
|
||||
"powerCalligraphy/kokoro" => (int)CharacterType.kokoro,
|
||||
"powerCalligraphy/face" => nextPaper["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face,
|
||||
_ => throw new NotImplementedException()
|
||||
};
|
||||
|
||||
Prepare(type);
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeScrollSpeed(float x, float y)
|
||||
|
@ -231,7 +254,9 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void TheEnd()
|
||||
{
|
||||
endPaper.TheEnd();
|
||||
fudePosAnim.runtimeAnimatorController = fudePosCntls[(int)CharacterType.NONE];
|
||||
fudePosAnim.Play("fudePos-end");
|
||||
endPaper.Play("paper-end");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -2,7 +2,7 @@ using System;
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
|
||||
|
@ -10,368 +10,168 @@ namespace HeavenStudio.Games.Scripts_PowerCalligraphy
|
|||
{
|
||||
public class Writing : MonoBehaviour
|
||||
{
|
||||
// Declaring the same enum in another class is not beautiful.
|
||||
public enum CharacterType
|
||||
[Serializable]
|
||||
public struct PatternItem
|
||||
{
|
||||
re,
|
||||
comma,
|
||||
chikara,
|
||||
onore,
|
||||
sun,
|
||||
kokoro,
|
||||
face,
|
||||
face_kr,
|
||||
NONE,
|
||||
public double beat;
|
||||
public SoundType soundType;
|
||||
public float soundVolume;
|
||||
public StrokeType stroke;
|
||||
public FudeType fudeAnim;
|
||||
}
|
||||
|
||||
public double targetBeat;
|
||||
public CharacterType characterType;
|
||||
public Animator paperAnim;
|
||||
public Animator fudePosAnim;
|
||||
public Animator fudeAnim;
|
||||
public enum SoundType {
|
||||
None = 0,
|
||||
brushTap,
|
||||
brush1,
|
||||
brush2,
|
||||
brush3,
|
||||
reShout,
|
||||
comma1,
|
||||
comma2,
|
||||
comma3,
|
||||
}
|
||||
|
||||
public enum StrokeType {
|
||||
None = 0,
|
||||
TOME = 1,
|
||||
HANE,
|
||||
HARAI,
|
||||
}
|
||||
|
||||
public enum FudeType {
|
||||
None = 0,
|
||||
Release,
|
||||
Tap,
|
||||
Prepare,
|
||||
}
|
||||
|
||||
public double startBeat;
|
||||
public double nextBeat;
|
||||
[SerializeField] PatternItem[] AnimPattern;
|
||||
|
||||
private Animator paperAnim;
|
||||
private SortingGroup paperSort;
|
||||
|
||||
public Vector3 scrollSpeed;
|
||||
Vector3 scrollRate => scrollSpeed / (Conductor.instance.pitchedSecPerBeat * 2f);
|
||||
|
||||
public bool onGoing = false;
|
||||
bool isFinish = false;
|
||||
int num;
|
||||
enum StrokeType {
|
||||
TOME = 0,
|
||||
HANE,
|
||||
HARAI,
|
||||
}
|
||||
int process_num;
|
||||
StrokeType stroke;
|
||||
public int Stroke { get { return (int)stroke; }}
|
||||
|
||||
Sound releaseSound = null;
|
||||
|
||||
private PowerCalligraphy game;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
game = PowerCalligraphy.instance;
|
||||
Anim(0);
|
||||
paperAnim = GetComponent<Animator>();
|
||||
paperSort = GetComponent<SortingGroup>();
|
||||
nextBeat = AnimPattern[^1].beat;
|
||||
}
|
||||
|
||||
public void Play()
|
||||
{
|
||||
switch(characterType)
|
||||
paperSort.sortingOrder++;
|
||||
|
||||
var sounds = new List<MultiSound.Sound>();
|
||||
var actions = new List<BeatAction.Action>();
|
||||
|
||||
int anim_num = 0;
|
||||
foreach (var item in AnimPattern)
|
||||
{
|
||||
case CharacterType.re:
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("powerCalligraphy/reShout", targetBeat),
|
||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+2f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+3f),
|
||||
});
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(targetBeat, delegate { fudeAnim.DoScaledAnimationAsync("fude-prepare", 0.5f);}),
|
||||
new BeatAction.Action(targetBeat+2f, delegate
|
||||
{
|
||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||
Anim(1);
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+3f, delegate { Anim(2);}),
|
||||
new BeatAction.Action(targetBeat+4f, delegate { Sweep(); stroke = StrokeType.HANE;}),
|
||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(4, "end");}),
|
||||
new BeatAction.Action(targetBeat+7f, delegate { Finish();}),
|
||||
});
|
||||
game.ScheduleInput(targetBeat+4f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
break;
|
||||
double itemBeat = startBeat + item.beat;
|
||||
string sound = item.soundType switch {
|
||||
SoundType.brushTap => "powerCalligraphy/brushTap",
|
||||
SoundType.brush1 => "powerCalligraphy/brush1",
|
||||
SoundType.brush2 => "powerCalligraphy/brush2",
|
||||
SoundType.brush3 => "powerCalligraphy/brush3",
|
||||
SoundType.reShout => "powerCalligraphy/reShout",
|
||||
SoundType.comma1 => "powerCalligraphy/comma1",
|
||||
SoundType.comma2 => "powerCalligraphy/comma2",
|
||||
SoundType.comma3 => "powerCalligraphy/comma3",
|
||||
_ => ""
|
||||
};
|
||||
if (!string.IsNullOrEmpty(sound)) sounds.Add(new MultiSound.Sound(sound, itemBeat, volume:item.soundVolume));
|
||||
|
||||
case CharacterType.comma:
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("powerCalligraphy/comma1", targetBeat),
|
||||
new MultiSound.Sound("powerCalligraphy/comma2", targetBeat+2f),
|
||||
new MultiSound.Sound("powerCalligraphy/comma2", targetBeat+3f),
|
||||
new MultiSound.Sound("powerCalligraphy/comma3", targetBeat+4f),
|
||||
});
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(targetBeat, delegate { fudeAnim.DoScaledAnimationAsync("fude-prepare", 0.5f);}),
|
||||
new BeatAction.Action(targetBeat+2f, delegate { fudeAnim.DoScaledAnimationAsync("fude-prepare", 0.5f);}),
|
||||
new BeatAction.Action(targetBeat+3f, delegate { fudeAnim.DoScaledAnimationAsync("fude-prepare", 0.5f);}),
|
||||
new BeatAction.Action(targetBeat+4f, delegate { Anim(1);}),
|
||||
new BeatAction.Action(targetBeat+5f, delegate { Halt(); stroke = StrokeType.TOME;}),
|
||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(3, "end");}),
|
||||
new BeatAction.Action(targetBeat+7f, delegate { Finish();}),
|
||||
});
|
||||
game.ScheduleInput(targetBeat+5f, 1f, PowerCalligraphy.InputAction_BasicPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
break;
|
||||
int current_anim_num;
|
||||
switch (item.fudeAnim)
|
||||
{
|
||||
case FudeType.Release:
|
||||
anim_num++;
|
||||
current_anim_num = anim_num;
|
||||
actions.Add(new BeatAction.Action(itemBeat, delegate { Anim(current_anim_num); game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);}));
|
||||
break;
|
||||
case FudeType.Tap:
|
||||
anim_num++;
|
||||
current_anim_num = anim_num;
|
||||
actions.Add(new BeatAction.Action(itemBeat, delegate { Anim(current_anim_num); game.fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);}));
|
||||
break;
|
||||
case FudeType.Prepare:
|
||||
actions.Add(new BeatAction.Action(itemBeat, delegate { game.fudeAnim.DoScaledAnimationAsync("fude-prepare", 0.5f);}));
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
case CharacterType.chikara:
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat),
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+0.5f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+1f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+2f),
|
||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+3f),
|
||||
});
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(targetBeat, delegate
|
||||
{
|
||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||
Anim(1);
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+0.5f, delegate { Anim(2);}),
|
||||
new BeatAction.Action(targetBeat+1f, delegate { Anim(3);}),
|
||||
new BeatAction.Action(targetBeat+2f, delegate
|
||||
{
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
Anim(4);
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+2.5f, delegate { Anim(5);}),
|
||||
new BeatAction.Action(targetBeat+3f, delegate {
|
||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||
Anim(6);
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+4f, delegate { Sweep(); stroke = StrokeType.HARAI;}),
|
||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(8, "end");}),
|
||||
new BeatAction.Action(targetBeat+7f, delegate { Finish();}),
|
||||
});
|
||||
game.ScheduleInput(targetBeat+4f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
break;
|
||||
|
||||
case CharacterType.onore:
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat),
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+1f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+1.5f),
|
||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+2f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+3f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+4f),
|
||||
});
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(targetBeat, delegate
|
||||
{
|
||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||
Anim(1);
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+1f, delegate { Anim(2);}),
|
||||
new BeatAction.Action(targetBeat+1.5f, delegate { Anim(3);}),
|
||||
new BeatAction.Action(targetBeat+2f, delegate { Anim(4);}),
|
||||
new BeatAction.Action(targetBeat+3f, delegate { Anim(5);}),
|
||||
new BeatAction.Action(targetBeat+4f, delegate
|
||||
{
|
||||
Anim(6);
|
||||
Sweep(); stroke = StrokeType.HANE;
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(8, "end");}),
|
||||
new BeatAction.Action(targetBeat+7f, delegate { Finish();}),
|
||||
});
|
||||
game.ScheduleInput(targetBeat+4f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
break;
|
||||
|
||||
case CharacterType.sun:
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat),
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+0.5f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+1f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+1.5f),
|
||||
});
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(targetBeat, delegate
|
||||
{
|
||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||
Anim(1);
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+0.5f, delegate { Anim(2);}),
|
||||
new BeatAction.Action(targetBeat+1f, delegate { Anim(3);}),
|
||||
new BeatAction.Action(targetBeat+1.5f, delegate { Anim(4);}),
|
||||
new BeatAction.Action(targetBeat+2f, delegate { Sweep(); stroke = StrokeType.HANE; num = 1;}),
|
||||
new BeatAction.Action(targetBeat+5f, delegate
|
||||
{
|
||||
Anim(6);
|
||||
Halt(); stroke = StrokeType.TOME; num = 2;
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(8, "end");}),
|
||||
new BeatAction.Action(targetBeat+7f, delegate { Finish();}),
|
||||
});
|
||||
game.ScheduleInput(targetBeat+2f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
game.ScheduleInput(targetBeat+5f, 1f, PowerCalligraphy.InputAction_BasicPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
break;
|
||||
|
||||
case CharacterType.kokoro:
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat),
|
||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+1f),
|
||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+4f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+4.5f, volume:0.3f), // +Agb
|
||||
});
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(targetBeat, delegate
|
||||
{
|
||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||
Anim(1);
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+0.5f, delegate
|
||||
{
|
||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||
Anim(2);
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+1f, delegate
|
||||
{
|
||||
Anim(3);
|
||||
Sweep(); stroke = StrokeType.HANE; num = 1;
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+3.5f, delegate
|
||||
{
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
Anim(5);
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+4f, delegate
|
||||
{
|
||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||
Anim(6);
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+4.5f, delegate
|
||||
{
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
Anim(7);
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+5f, delegate { Halt(); stroke = StrokeType.TOME; num = 2;}),
|
||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(9, "end");}),
|
||||
new BeatAction.Action(targetBeat+7f, delegate { Finish();}),
|
||||
});
|
||||
game.ScheduleInput(targetBeat+1f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
game.ScheduleInput(targetBeat+5f, 1f, PowerCalligraphy.InputAction_BasicPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
break;
|
||||
|
||||
case CharacterType.face:
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat),
|
||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+1f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+2f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+2.5f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+3f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+4f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+4.5f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+5f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+5.5f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+6f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+6.5f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+7f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+7.25f),
|
||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+7.5f),
|
||||
});
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(targetBeat, delegate { Anim(1);}),
|
||||
new BeatAction.Action(targetBeat+1f, delegate { Anim(2);}),
|
||||
new BeatAction.Action(targetBeat+1.5f, delegate { Anim(3);}),
|
||||
new BeatAction.Action(targetBeat+2f, delegate { Anim(4);}),
|
||||
new BeatAction.Action(targetBeat+2.5f, delegate { Anim(5);}),
|
||||
new BeatAction.Action(targetBeat+3f, delegate { Anim(6);}),
|
||||
new BeatAction.Action(targetBeat+3.5f, delegate { Anim(7);}),
|
||||
new BeatAction.Action(targetBeat+4f, delegate { Anim(8);}),
|
||||
new BeatAction.Action(targetBeat+4.5f, delegate { Anim(9);}),
|
||||
new BeatAction.Action(targetBeat+4.75f, delegate { Anim(10);}),
|
||||
new BeatAction.Action(targetBeat+5f, delegate { Anim(11);}),
|
||||
new BeatAction.Action(targetBeat+5.25f, delegate { Anim(12);}),
|
||||
new BeatAction.Action(targetBeat+5.5f, delegate { Anim(13);}),
|
||||
new BeatAction.Action(targetBeat+6f, delegate { Anim(14);}),
|
||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(15);}),
|
||||
new BeatAction.Action(targetBeat+7f, delegate { Anim(16);}),
|
||||
new BeatAction.Action(targetBeat+7.25f, delegate { Anim(17);}),
|
||||
new BeatAction.Action(targetBeat+7.5f, delegate { Anim(18);}),
|
||||
new BeatAction.Action(targetBeat+7.75f, delegate { Anim(19);}),
|
||||
new BeatAction.Action(targetBeat+8f, delegate
|
||||
{
|
||||
Anim(20);
|
||||
Sweep(); stroke = StrokeType.HARAI;
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+10.5f, delegate { Anim(22, "end");}),
|
||||
new BeatAction.Action(targetBeat+11f, delegate { Finish();}),
|
||||
});
|
||||
game.ScheduleInput(targetBeat+8f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
break;
|
||||
|
||||
case CharacterType.face_kr:
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat),
|
||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+1f),
|
||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+2f), // korean
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+2.5f), // korean
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+3.25f), // korean
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+4f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+4.5f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+5f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+5.5f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+6f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+6.5f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+7f),
|
||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+7.25f),
|
||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+7.5f),
|
||||
});
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(targetBeat, delegate { Anim(1);}),
|
||||
new BeatAction.Action(targetBeat+1f, delegate { Anim(2);}),
|
||||
new BeatAction.Action(targetBeat+1.75f, delegate { Anim(3);}),
|
||||
new BeatAction.Action(targetBeat+2f, delegate { Anim(4);}),
|
||||
new BeatAction.Action(targetBeat+2.5f, delegate { Anim(5);}),
|
||||
new BeatAction.Action(targetBeat+3.25f, delegate { Anim(6);}),
|
||||
new BeatAction.Action(targetBeat+3.5f, delegate { Anim(7);}),
|
||||
new BeatAction.Action(targetBeat+4f, delegate { Anim(8);}),
|
||||
new BeatAction.Action(targetBeat+4.5f, delegate { Anim(9);}),
|
||||
new BeatAction.Action(targetBeat+4.75f, delegate { Anim(10);}),
|
||||
new BeatAction.Action(targetBeat+5f, delegate { Anim(11);}),
|
||||
new BeatAction.Action(targetBeat+5.25f, delegate { Anim(12);}),
|
||||
new BeatAction.Action(targetBeat+5.5f, delegate { Anim(13);}),
|
||||
new BeatAction.Action(targetBeat+6f, delegate { Anim(14);}),
|
||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(15);}),
|
||||
new BeatAction.Action(targetBeat+7f, delegate { Anim(16);}),
|
||||
new BeatAction.Action(targetBeat+7.25f, delegate { Anim(17);}),
|
||||
new BeatAction.Action(targetBeat+7.5f, delegate { Anim(18);}),
|
||||
new BeatAction.Action(targetBeat+7.75f, delegate { Anim(19);}),
|
||||
new BeatAction.Action(targetBeat+8f, delegate
|
||||
{
|
||||
Anim(20);
|
||||
Sweep(); stroke = StrokeType.HARAI;
|
||||
}),
|
||||
new BeatAction.Action(targetBeat+10.5f, delegate { Anim(22, "end");}),
|
||||
new BeatAction.Action(targetBeat+11f, delegate { Finish();}),
|
||||
});
|
||||
game.ScheduleInput(targetBeat+8f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
break;
|
||||
int current_anim_num_1;
|
||||
switch(item.stroke)
|
||||
{
|
||||
case StrokeType.TOME:
|
||||
anim_num++;
|
||||
current_anim_num_1 = anim_num;
|
||||
actions.Add(new BeatAction.Action(itemBeat, delegate {
|
||||
Halt(); stroke = StrokeType.TOME; process_num = current_anim_num_1;}));
|
||||
actions.Add(new BeatAction.Action(itemBeat, delegate { onGoing = true;}));
|
||||
game.ScheduleInput(itemBeat, 1f, PowerCalligraphy.InputAction_BasicPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
break;
|
||||
case StrokeType.HANE:
|
||||
anim_num++;
|
||||
current_anim_num_1 = anim_num;
|
||||
actions.Add(new BeatAction.Action(itemBeat, delegate {
|
||||
Sweep(); stroke = StrokeType.HANE; process_num = current_anim_num_1;}));
|
||||
actions.Add(new BeatAction.Action(itemBeat+1, delegate { onGoing = true;}));
|
||||
game.ScheduleInput(itemBeat, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
break;
|
||||
case StrokeType.HARAI:
|
||||
anim_num++;
|
||||
current_anim_num_1 = anim_num;
|
||||
actions.Add(new BeatAction.Action(itemBeat, delegate {
|
||||
Sweep(); stroke = StrokeType.HARAI; process_num = current_anim_num_1;}));
|
||||
actions.Add(new BeatAction.Action(itemBeat+1, delegate { onGoing = true;}));
|
||||
game.ScheduleInput(itemBeat, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
actions.Add(new BeatAction.Action(startBeat + nextBeat, delegate { Finish();}));
|
||||
|
||||
if (sounds.Count > 0) MultiSound.Play(sounds.ToArray());
|
||||
if (actions.Count > 0) BeatAction.New(game, actions);
|
||||
}
|
||||
|
||||
// TOME
|
||||
private void Halt()
|
||||
{
|
||||
onGoing = true;
|
||||
fudeAnim.Play("fude-halt");
|
||||
releaseSound = SoundByte.PlayOneShotGame("powerCalligraphy/releaseB1", forcePlay: true);
|
||||
game.fudeAnim.Play("fude-halt");
|
||||
SoundByte.PlayOneShotGame("powerCalligraphy/releaseB1");
|
||||
}
|
||||
// HANE HARAI
|
||||
private void Sweep()
|
||||
{
|
||||
onGoing = true;
|
||||
fudeAnim.Play("fude-sweep");
|
||||
releaseSound = SoundByte.PlayOneShotGame("powerCalligraphy/releaseA1", forcePlay: true);
|
||||
game.fudeAnim.Play("fude-sweep");
|
||||
SoundByte.PlayOneShotGame("powerCalligraphy/releaseA1", forcePlay: true);
|
||||
}
|
||||
private void Finish()
|
||||
{
|
||||
isFinish = true;
|
||||
fudeAnim.Play("fude-none");
|
||||
game.fudeAnim.Play("fude-none");
|
||||
paperAnim.enabled = false;
|
||||
}
|
||||
|
||||
|
||||
private void writeSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state >= 1f)
|
||||
|
@ -398,90 +198,20 @@ namespace HeavenStudio.Games.Scripts_PowerCalligraphy
|
|||
public void ProcessInput(string input)
|
||||
{
|
||||
onGoing = false;
|
||||
switch(characterType)
|
||||
{
|
||||
case CharacterType.re:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
Anim(3, input);
|
||||
break;
|
||||
|
||||
case CharacterType.comma:
|
||||
switch (input) {
|
||||
case "just":
|
||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||
break;
|
||||
default:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
break;
|
||||
}
|
||||
Anim(2, input);
|
||||
break;
|
||||
|
||||
case CharacterType.chikara:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
Anim(7, input);
|
||||
break;
|
||||
|
||||
case CharacterType.onore:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
Anim(7, input);
|
||||
break;
|
||||
|
||||
case CharacterType.sun:
|
||||
if (num==1) {
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
Anim(5, input);
|
||||
} else {
|
||||
switch (input) {
|
||||
case "just":
|
||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||
break;
|
||||
default:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
break;
|
||||
}
|
||||
Anim(7, input);
|
||||
}
|
||||
break;
|
||||
|
||||
case CharacterType.kokoro:
|
||||
if (num==1) {
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
Anim(4, input);
|
||||
} else {
|
||||
switch (input) {
|
||||
case "just":
|
||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||
break;
|
||||
default:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
break;
|
||||
}
|
||||
Anim(8, input);
|
||||
}
|
||||
break;
|
||||
|
||||
case CharacterType.face:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
Anim(21, input);
|
||||
break;
|
||||
|
||||
case CharacterType.face_kr:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
Anim(21, input);
|
||||
break;
|
||||
}
|
||||
Anim(process_num, input);
|
||||
|
||||
switch (input)
|
||||
{
|
||||
case "just":
|
||||
switch (stroke) {
|
||||
case StrokeType.TOME:
|
||||
game.fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||
SoundByte.PlayOneShotGame("powerCalligraphy/releaseB2");
|
||||
break;
|
||||
|
||||
case StrokeType.HANE:
|
||||
case StrokeType.HARAI:
|
||||
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
SoundByte.PlayOneShotGame("powerCalligraphy/releaseA2");
|
||||
break;
|
||||
}
|
||||
|
@ -491,12 +221,15 @@ namespace HeavenStudio.Games.Scripts_PowerCalligraphy
|
|||
case "fast":
|
||||
switch (stroke) { // WIP
|
||||
case StrokeType.TOME:
|
||||
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
SoundByte.PlayOneShotGame("powerCalligraphy/8");
|
||||
break;
|
||||
case StrokeType.HANE:
|
||||
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
SoundByte.PlayOneShotGame("powerCalligraphy/6");
|
||||
break;
|
||||
case StrokeType.HARAI:
|
||||
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
SoundByte.PlayOneShotGame("powerCalligraphy/9");
|
||||
break;
|
||||
}
|
||||
|
@ -504,76 +237,32 @@ namespace HeavenStudio.Games.Scripts_PowerCalligraphy
|
|||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// not work
|
||||
if (input == "fast" && releaseSound is not null)
|
||||
{
|
||||
releaseSound.Stop();
|
||||
releaseSound = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void Miss()
|
||||
{
|
||||
onGoing = false;
|
||||
SoundByte.PlayOneShotGame("powerCalligraphy/7"); // WIP
|
||||
switch(characterType)
|
||||
{
|
||||
case CharacterType.re:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
||||
Anim(process_num, "miss");
|
||||
|
||||
switch (stroke) {
|
||||
case StrokeType.TOME:
|
||||
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
break;
|
||||
|
||||
case CharacterType.comma:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
fudePosAnim.DoScaledAnimationAsync("fudePos-comma02-miss", 0.5f);
|
||||
break;
|
||||
|
||||
case CharacterType.chikara:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
||||
break;
|
||||
|
||||
case CharacterType.onore:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
||||
break;
|
||||
|
||||
case CharacterType.sun:
|
||||
if (num==1) {
|
||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
||||
} else {
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
fudePosAnim.DoScaledAnimationAsync("fudePos-sun07-miss", 0.5f);
|
||||
}
|
||||
break;
|
||||
|
||||
case CharacterType.kokoro:
|
||||
if (num==1) {
|
||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
||||
} else {
|
||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||
fudePosAnim.DoScaledAnimationAsync("fudePos-kokoro08-miss", 0.5f);
|
||||
}
|
||||
break;
|
||||
|
||||
case CharacterType.face:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
||||
break;
|
||||
|
||||
case CharacterType.face_kr:
|
||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
||||
case StrokeType.HANE:
|
||||
case StrokeType.HARAI:
|
||||
game.fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void Anim(int num, string str = "")
|
||||
{
|
||||
string pattern =
|
||||
characterType.ToString()
|
||||
+ num.ToString("D2") + ((str != "") ? "-" + str : str);
|
||||
|
||||
fudePosAnim.DoScaledAnimationAsync("fudePos-" + pattern, 0.5f);
|
||||
paperAnim.DoScaledAnimationAsync("paper-" + pattern, 0.5f);
|
||||
|
||||
string pattern = num.ToString() + str;
|
||||
|
||||
game.fudePosAnim.DoScaledAnimationAsync(pattern, 0.5f);
|
||||
paperAnim.DoScaledAnimationAsync(pattern, 0.5f);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -588,15 +277,9 @@ namespace HeavenStudio.Games.Scripts_PowerCalligraphy
|
|||
// Paper scroll.
|
||||
var paperPos = transform.localPosition;
|
||||
transform.localPosition = paperPos + (scrollRate * Time.deltaTime);
|
||||
if (beat >= targetBeat + 24) Destroy(gameObject);
|
||||
if (beat >= startBeat + 24) Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void TheEnd()
|
||||
{
|
||||
fudePosAnim.Play("fudePos-end");
|
||||
paperAnim.Play("paper-end");
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue