Bug Fixes + Small Additions (#412)

* lotta stuffs

* dj school bug fixed
* dog ninja overhauled AGAIN. you can start a cue outside of the game now (something i planned months ago lol)
* also two objects will not overlap when they're the same but when they're not the same they will overlap
* commiting cause im gonna try half-recoding meat grinder
* also im trying to fix mrupbeat's beeping cuz oh my god how is this not fixed yet

* meat grinder finished + tap trial bug fixed + mute dog ninja

MUTE DOG NINJA ONLY WHEN INACTIVE ‼️

* last minute stuff + mr upbeat

i will be reworking mr upbeat in another branch but i wanna not bloat this pr any further so bleehhhh :P

* dj school final bug fix
This commit is contained in:
AstrlJelly 2023-05-07 00:45:44 -04:00 committed by GitHub
parent 8b63cce876
commit 36afef6f9e
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13 changed files with 491 additions and 469 deletions

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@ -56,9 +56,9 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("dj voice lines", "DJ Yellow Banter")
{
function = delegate { DJSchool.instance.VoiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
function = delegate { DJSchool.VoiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
defaultLength = 2f,
inactiveFunction = delegate { DJSchool.WarnDJVoiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
inactiveFunction = delegate { DJSchool.VoiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
parameters = new List<Param>()
{
new Param("type", DJSchool.DJVoiceLines.CheckItOut, "Voice Lines", "The voice line to play"),
@ -343,34 +343,23 @@ namespace HeavenStudio.Games
{
if (djYellowHolding) return;
string[] sounds = new string[] { };
switch (type)
{
case 0:
sounds = new string[] { "djSchool/breakCmon1", "djSchool/breakCmon2", "djSchool/ooh" };
break;
case 1:
sounds = new string[] { "djSchool/breakCmonAlt1", "djSchool/breakCmonAlt2", "djSchool/oohAlt" };
break;
case 2:
sounds = new string[] { "djSchool/breakCmonLoud1", "djSchool/breakCmonLoud2", "djSchool/oohLoud" };
break;
}
string[] sounds = type switch {
0 => new string[] { "djSchool/breakCmon1", "djSchool/breakCmon2", "djSchool/ooh" },
1 => new string[] { "djSchool/breakCmonAlt1", "djSchool/breakCmonAlt2", "djSchool/oohAlt" },
2 => new string[] { "djSchool/breakCmonLoud1", "djSchool/breakCmonLoud2", "djSchool/oohLoud" },
};
if (doSound)
{
var sound = new MultiSound.Sound[]
{
new MultiSound.Sound(sounds[0], beat),
new MultiSound.Sound(sounds[1], beat + 1f, offset: 0.030f),
new MultiSound.Sound("", beat + 2f)
};
List<MultiSound.Sound> sound = new List<MultiSound.Sound>()
{
new MultiSound.Sound(sounds[0], beat),
new MultiSound.Sound(sounds[1], beat + 1f, offset: 0.030f),
};
if (ooh)
sound[2] = new MultiSound.Sound(sounds[2], beat + 2f);
if (ooh) sound.Add(new MultiSound.Sound(sounds[2], beat + 2f));
MultiSound.Play(sound);
MultiSound.Play(sound.ToArray());
}
@ -415,24 +404,21 @@ namespace HeavenStudio.Games
ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, student.OnHitHold, student.OnMissHold, student.OnEmpty);
}
public void AndStop(float beat, bool ooh, bool doSound = true)
{
if (djYellowHolding) return;
if (doSound)
{
var sound = new MultiSound.Sound[]
List<MultiSound.Sound> sound = new List<MultiSound.Sound>()
{
new MultiSound.Sound("djSchool/andStop1", beat),
new MultiSound.Sound("djSchool/andStop2", beat + .5f, offset: 0.1200f),
new MultiSound.Sound("", beat + 1.5f)
new MultiSound.Sound("djSchool/andStop1", beat),
new MultiSound.Sound("djSchool/andStop2", beat + .5f, offset: 0.1200f),
};
if (ooh)
sound[2] = new MultiSound.Sound("djSchool/oohAlt", beat + 1.5f);
if (ooh) sound.Add(new MultiSound.Sound("djSchool/oohAlt", beat + 1.5f));
MultiSound.Play(sound);
MultiSound.Play(sound.ToArray());
}
@ -553,7 +539,7 @@ namespace HeavenStudio.Games
{
Student.soundFX = toggle;
}
public void VoiceLines(float beat, int type)
public static void VoiceLines(float beat, int type)
{
string[] sounds;
var sound = new MultiSound.Sound[] { };
@ -568,7 +554,7 @@ namespace HeavenStudio.Games
new MultiSound.Sound(sounds[2], beat + .5f),
};
MultiSound.Play(sound);
MultiSound.Play(sound, forcePlay: true);
break;
case 1:
@ -579,7 +565,7 @@ namespace HeavenStudio.Games
new MultiSound.Sound(sounds[1], beat + .5f),
};
MultiSound.Play(sound);
MultiSound.Play(sound, forcePlay: true);
break;
case 2:
@ -590,7 +576,7 @@ namespace HeavenStudio.Games
new MultiSound.Sound(sounds[1], beat + .5f),
};
MultiSound.Play(sound);
MultiSound.Play(sound, forcePlay: true);
break;
case 3:
@ -602,11 +588,11 @@ namespace HeavenStudio.Games
new MultiSound.Sound(sounds[2], beat + 1f),
};
MultiSound.Play(sound);
MultiSound.Play(sound, forcePlay: true);
break;
case 4:
Jukebox.PlayOneShotGame("djSchool/yay");
Jukebox.PlayOneShotGame("djSchool/yay", forcePlay: true);
break;
}
}
@ -614,110 +600,37 @@ namespace HeavenStudio.Games
#region Inactive Game Commands
public static void WarnBreakCmon(float beat, int type, bool ooh)
{
string[] sounds = new string[] { };
switch (type)
{
case 0:
sounds = new string[] { "djSchool/breakCmon1", "djSchool/breakCmon2", "djSchool/ooh" };
break;
case 1:
sounds = new string[] { "djSchool/breakCmonAlt1", "djSchool/breakCmonAlt2", "djSchool/oohAlt" };
break;
case 2:
sounds = new string[] { "djSchool/breakCmonLoud1", "djSchool/breakCmonLoud2", "djSchool/oohLoud" };
break;
}
var sound = new MultiSound.Sound[]
{
new MultiSound.Sound(sounds[0], beat),
new MultiSound.Sound(sounds[1], beat + 1f, offset: 0.030f),
new MultiSound.Sound("", beat + 2f)
string[] sounds = type switch {
0 => new string[] { "djSchool/breakCmon1", "djSchool/breakCmon2", "djSchool/ooh" },
1 => new string[] { "djSchool/breakCmonAlt1", "djSchool/breakCmonAlt2", "djSchool/oohAlt" },
2 => new string[] { "djSchool/breakCmonLoud1", "djSchool/breakCmonLoud2", "djSchool/oohLoud" },
};
if (ooh)
sound[2] = new MultiSound.Sound(sounds[2], beat + 2f);
List<MultiSound.Sound> sound = new List<MultiSound.Sound>()
{
new MultiSound.Sound(sounds[0], beat),
new MultiSound.Sound(sounds[1], beat + 1f, offset: 0.030f),
};
MultiSound.Play(sound, forcePlay: true);
if (ooh) sound.Add(new MultiSound.Sound(sounds[2], beat + 2f));
MultiSound.Play(sound.ToArray(), forcePlay: true);
wantBreak = beat;
}
public static void WarnAndStop(float beat, bool ooh)
{
var sound = new MultiSound.Sound[]
List<MultiSound.Sound> sound = new List<MultiSound.Sound>()
{
new MultiSound.Sound("djSchool/andStop1", beat),
new MultiSound.Sound("djSchool/andStop2", beat + .5f, offset: 0.1200f),
new MultiSound.Sound("", beat + 1.5f)
};
if (ooh)
sound[2] = new MultiSound.Sound("djSchool/oohAlt", beat + 1.5f);
if (ooh) sound.Add(new MultiSound.Sound("djSchool/oohAlt", beat + 1.5f));
MultiSound.Play(sound, forcePlay: true);
MultiSound.Play(sound.ToArray(), forcePlay: true);
wantAndStop = beat;
}
public static void WarnDJVoiceLines(float beat, int type)
{
string[] sounds;
var sound = new MultiSound.Sound[] { };
switch (type)
{
case 0:
sounds = new string[] { "djSchool/checkItOut1", "djSchool/checkItOut2", "djSchool/checkItOut3" };
sound = new MultiSound.Sound[]
{
new MultiSound.Sound(sounds[0], beat),
new MultiSound.Sound(sounds[1], beat + .25f),
new MultiSound.Sound(sounds[2], beat + .5f),
};
break;
case 1:
sounds = new string[] { "djSchool/letsGo1", "djSchool/letsGo2" };
sound = new MultiSound.Sound[]
{
new MultiSound.Sound(sounds[0], beat),
new MultiSound.Sound(sounds[1], beat + .5f),
};
break;
case 2:
sounds = new string[] { "djSchool/ohYeah1", "djSchool/ohYeah2" };
sound = new MultiSound.Sound[]
{
new MultiSound.Sound(sounds[0], beat),
new MultiSound.Sound(sounds[1], beat + .5f),
};
break;
case 3:
sounds = new string[] { "djSchool/ohYeahAlt1", "djSchool/ohYeahAlt2", "djSchool/ohYeahAlt3" };
sound = new MultiSound.Sound[]
{
new MultiSound.Sound(sounds[0], beat),
new MultiSound.Sound(sounds[1], beat + .5f),
new MultiSound.Sound(sounds[2], beat + 1f),
};
break;
case 4:
Jukebox.PlayOneShotGame("djSchool/yay");
break;
}
MultiSound.Play(sound, forcePlay: true);
wantDJVoiceLines = beat;
}
#endregion
}
}

View File

@ -29,14 +29,17 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("ThrowObject", "Throw Object")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.ThrowObject(e.beat, e["direction"], e["typeL"], e["typeR"]); },
function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, e["direction"], e["typeL"], e["typeR"], e["shouldPrepare"], false); },
inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, e["direction"], e["typeL"], e["typeR"], e["shouldPrepare"], e["muteThrow"]); },
defaultLength = 2,
parameters = new List<Param>()
{
new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Whether the object should come from the left, right, or both sides"),
new Param("typeL", DogNinja.ObjectType.Random, "Left \nObject", "The object to be thrown from the left"),
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object to be thrown from the right"),
}
new Param("shouldPrepare", true, "Prepare?", "Should the dog prepare?"),
new Param("muteThrow", false, "Mute", "Mute the throw? (ONLY WHEN INACTIVE)"),
},
},
new GameAction("CutEverything", "Cut Everything!")
{
@ -53,39 +56,43 @@ namespace HeavenStudio.Games.Loaders
function = delegate { DogNinja.instance.HereWeGo(eventCaller.currentEntity.beat); },
defaultLength = 2,
inactiveFunction = delegate { DogNinja.HereWeGoInactive(eventCaller.currentEntity.beat); },
preFunctionLength = 1,
},
// these are still here for backwards-compatibility but are hidden in the editor
new GameAction("ThrowObjectLeft", "Throw Object Left")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.ThrowObject(e.beat, 0, e["type"], 0); },
function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 0, e["type"], 0, true, false);},
defaultLength = 2,
hidden = true,
parameters = new List<Param>()
{
new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"),
}
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 0, e["type"], 0, true, false);},
},
new GameAction("ThrowObjectRight", "Throw Object Right")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.ThrowObject(e.beat, 1, 0, e["type"]); },
function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 1, 0, e["type"], true, false);},
defaultLength = 2,
hidden = true,
parameters = new List<Param>()
{
new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"),
}
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 1, 0, e["type"], true, false);},
},
new GameAction("ThrowObjectBoth", "Throw Object Both")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.ThrowObject(e.beat, 2, e["typeL"], e["typeR"]); },
function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 2, e["typeL"], e["typeR"], true, false);},
defaultLength = 2,
hidden = true,
parameters = new List<Param>()
{
new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "The object on the left to be thrown"),
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object on the right to be thrown"),
}
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 2, e["typeL"], e["typeR"], true, false);},
},
});
}
@ -97,6 +104,17 @@ namespace HeavenStudio.Games
using Scripts_DogNinja;
public class DogNinja : Minigame
{
static List<QueuedThrow> queuedThrows = new List<QueuedThrow>();
struct QueuedThrow
{
public float beat;
public int direction;
public int typeL;
public int typeR;
public string sfxNumL;
public string sfxNumR;
}
[Header("Animators")]
public Animator DogAnim; // dog misc animations
public Animator BirdAnim; // bird flying in and out
@ -105,10 +123,8 @@ namespace HeavenStudio.Games
[SerializeField] GameObject ObjectBase;
[SerializeField] GameObject FullBird;
[SerializeField] SpriteRenderer WhichObject;
[SerializeField] Transform ObjectHolder;
public SpriteRenderer WhichLeftHalf;
public SpriteRenderer WhichRightHalf;
[SerializeField] Canvas cutEverythingCanvas;
[SerializeField] TMP_Text cutEverythingText;
[Header("Curves")]
@ -119,11 +135,9 @@ namespace HeavenStudio.Games
private float lastReportedBeat = 0f;
private bool birdOnScreen = false;
public bool usesCustomObject = false;
static bool dontBop = false;
public bool needPrepare = false;
private const string sfxNum = "dogNinja/";
public static DogNinja instance;
public enum ObjectDirection
@ -156,28 +170,19 @@ namespace HeavenStudio.Games
TacoBell,
//YaseiNoIkiG3M4,
}
/*
public enum CustomObject
{
TacoBell,
AirBatter,
Karateka,
IaiGiriGaiden,
ThumpFarm,
BattingShow,
MeatGrinder,
// remove "//" to unleash an eons long dormant hell-beast
//YaseiNoIkiG3M4,
//AmongUs,
}
*/
private void Awake()
{
instance = this;
}
void OnDestroy()
{
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
if (queuedThrows.Count > 0) queuedThrows.Clear();
}
}
private void Update()
{
if (DogAnim.GetBool("needPrepare") && DogAnim.IsAnimationNotPlaying())
@ -201,6 +206,13 @@ namespace HeavenStudio.Games
Jukebox.PlayOneShotGame("dogNinja/whiff");
DogAnim.SetBool("needPrepare", false);
}
if (queuedThrows.Count > 0) {
foreach (var obj in queuedThrows) { ThrowObject(obj.beat, obj.direction, obj.typeL, obj.typeR, obj.sfxNumL, obj.sfxNumR); }
queuedThrows.Clear();
}
//if () queuedThrows.Clear();
}
private void LateUpdate()
@ -216,51 +228,69 @@ namespace HeavenStudio.Games
dontBop = !bop;
}
public void ThrowObject(float beat, int direction, int typeL, int typeR)
public static void QueueObject(float beat, int direction, int typeL, int typeR, bool prepare, bool muteThrow)
{
int ObjSprite = 1;
if ((typeL == 0 && direction == 0)
|| (typeR == 0 && direction == 1)
|| ((typeL == 0 || typeR == 0) && direction == 2)) {
// random object code. it makes a random number from 1-6 and sets that as the sprite
if (typeL == 0 || typeR == 0) {
// random object code. it makes a random number from 1-7 and sets that as the sprite
System.Random rd = new System.Random();
ObjSprite = rd.Next(1, 7);
WhichObject.sprite = ObjectTypes[ObjSprite];
typeL = ObjSprite;
typeR = ObjSprite;
}
string sfxNumL = "dogNinja/";
if (direction is 0 or 2) {
sfxNumL += typeL < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), typeL);
if (typeL == 0) typeL = ObjSprite;
if (!muteThrow) Jukebox.PlayOneShotGame(sfxNumL+"1", forcePlay: true);
}
string sfxNumR = "dogNinja/";
if (direction is 1 or 2) {
sfxNumR += typeR < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), typeR);
if (typeR == 0) typeR = ObjSprite;
if (!(direction == 2 && typeL == typeR) && !muteThrow) Jukebox.PlayOneShotGame(sfxNumR+"1", forcePlay: true);
}
queuedThrows.Add(new QueuedThrow() {
beat = beat,
direction = direction,
typeL = typeL,
typeR = typeR,
sfxNumL = sfxNumL,
sfxNumR = sfxNumR,
});
if (prepare) DogNinja.instance.DogAnim.SetBool("needPrepare", true);
}
public void ThrowObject(float beat, int direction, int typeL, int typeR, string sfxNumL, string sfxNumR)
{
// instantiate a game object and give it its variables
if (direction == 0 || direction == 2) {
if (direction is 0 or 2) {
WhichObject.sprite = ObjectTypes[typeL];
ThrowObject ObjectL = Instantiate(ObjectBase, ObjectHolder).GetComponent<ThrowObject>();
ThrowObject ObjectL = Instantiate(ObjectBase, gameObject.transform).GetComponent<ThrowObject>();
ObjectL.startBeat = beat;
ObjectL.curve = CurveFromLeft;
ObjectL.fromLeft = true;
ObjectL.direction = direction;
ObjectL.type = typeL;
ObjectL.textObj = Enum.GetName(typeof(ObjectType), typeL);
ObjectL.sfxNum = sfxNumL;
if (direction == 2) ObjectL.shouldSfx = (typeL == typeR);
}
if (direction == 1 || direction == 2) {
if (direction is 1 or 2) {
WhichObject.sprite = ObjectTypes[typeR];
ThrowObject ObjectR = Instantiate(ObjectBase, ObjectHolder).GetComponent<ThrowObject>();
ThrowObject ObjectR = Instantiate(ObjectBase, gameObject.transform).GetComponent<ThrowObject>();
ObjectR.startBeat = beat;
ObjectR.curve = CurveFromRight;
ObjectR.fromLeft = false;
ObjectR.direction = direction;
ObjectR.type = typeR;
ObjectR.textObj = Enum.GetName(typeof(ObjectType), typeR);
ObjectR.sfxNum = sfxNumR;
if (direction == 2) ObjectR.shouldSfx = !(typeL == typeR);
}
}
// only here for backwards compatibility
public void ThrowBothObject(float beat, int ObjType1, int ObjType2)
{
ThrowObject(beat, 2, ObjType1, ObjType2);
//ThrowObject(beat, 1, 0, ObjType2);
}
public void CutEverything(float beat, bool sound, string customText)
{
// plays one anim with sfx when it's not on screen, plays a different anim with no sfx when on screen. ez

View File

@ -12,15 +12,14 @@ namespace HeavenStudio.Games.Scripts_DogNinja
{
public float startBeat;
public int type;
public string textObj;
public bool fromLeft;
public bool fromRight;
public bool shouldSfx = true;
public int direction;
public string sfxNum;
private Vector3 objPos;
private bool isActive = true;
private float barelyTime;
string sfxNum = "dogNinja/";
[Header("Animators")]
Animator DogAnim;
@ -48,13 +47,7 @@ namespace HeavenStudio.Games.Scripts_DogNinja
{
barelyCurve = fromLeft ? BarelyRightCurve : BarelyLeftCurve;
sfxNum += type < 7 ? "fruit" : textObj;
if (direction == 2 && fromLeft) {} else { Jukebox.PlayOneShotGame(sfxNum+"1"); }
game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out);
DogAnim.SetBool("needPrepare", true);
}
private void Update()
@ -87,27 +80,25 @@ namespace HeavenStudio.Games.Scripts_DogNinja
private void SuccessSlice()
{
string Slice = "Slice";
if (direction == 0) {
Slice += "Left";
} else if (direction == 1) {
Slice += "Right";
} else {
Slice += "Both";
}
string slice = "Slice" + direction switch
{
0 => "Left",
1 => "Right",
2 => "Both",
};
DogAnim.DoScaledAnimationAsync(Slice, 0.5f);
if (!(direction == 2 && fromLeft)) Jukebox.PlayOneShotGame(sfxNum+"2");
DogAnim.DoScaledAnimationAsync(slice, 0.5f);
if (shouldSfx) Jukebox.PlayOneShotGame(sfxNum+"2");
game.WhichLeftHalf.sprite = objectLeftHalves[type-1];
game.WhichRightHalf.sprite = objectRightHalves[type-1];
SpawnHalves LeftHalf = Instantiate(HalvesLeftBase).GetComponent<SpawnHalves>();
SpawnHalves LeftHalf = Instantiate(HalvesLeftBase, game.gameObject.transform).GetComponent<SpawnHalves>();
LeftHalf.startBeat = startBeat;
LeftHalf.lefty = fromLeft;
LeftHalf.objPos = objPos;
SpawnHalves RightHalf = Instantiate(HalvesRightBase).GetComponent<SpawnHalves>();
SpawnHalves RightHalf = Instantiate(HalvesRightBase, game.gameObject.transform).GetComponent<SpawnHalves>();
RightHalf.startBeat = startBeat;
RightHalf.lefty = fromLeft;
RightHalf.objPos = objPos;
@ -120,16 +111,14 @@ namespace HeavenStudio.Games.Scripts_DogNinja
isActive = false;
barelyTime = Conductor.instance.songPositionInBeats;
string Barely = "Barely";
if (direction == 0) {
Barely += "Left";
} else if (direction == 1) {
Barely += "Right";
} else {
Barely += "Both";
}
string barely = "Barely" + direction switch
{
0 => "Left",
1 => "Right",
2 => "Both",
};
DogAnim.DoScaledAnimationAsync(Barely, 0.5f);
DogAnim.DoScaledAnimationAsync(barely, 0.5f);
Jukebox.PlayOneShotGame("dogNinja/barely");
}

View File

@ -33,21 +33,16 @@ namespace HeavenStudio.Games.Loaders
preFunctionLength = 1f,
preFunction = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.PreMeatCall(e.beat);
MeatGrinder.PreInterval(e.beat, 4f);
},
},
new GameAction("StartInterval", "Start Interval")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.StartInterval(e.beat, e.length);
},
defaultLength = 4f,
resizable = true,
priority = 1,
preFunctionLength = 2f,
preFunction = delegate {
var e = eventCaller.currentEntity;
var e = eventCaller.currentEntity;
MeatGrinder.PreInterval(e.beat, e.length);
},
},
@ -76,6 +71,12 @@ namespace HeavenStudio.Games
public class MeatGrinder : Minigame
{
static List<float> queuedInputs = new List<float>();
static List<QueuedInterval> queuedIntervals = new List<QueuedInterval>();
struct QueuedInterval
{
public float beat;
public float length;
}
[Header("Objects")]
public GameObject MeatBase;
@ -87,9 +88,9 @@ namespace HeavenStudio.Games
[Header("Variables")]
bool intervalStarted;
float intervalStartBeat;
float beatInterval = 4f;
bool bossBop = true;
bool dontCall = false;
bool hasSignaled;
public float beatInterval = 4f;
public bool bossAnnoyed = false;
private float lastReportedBeat = 0f;
const string sfxName = "meatGrinder/";
@ -111,6 +112,8 @@ namespace HeavenStudio.Games
{
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
if (queuedInputs.Count > 0) queuedInputs.Clear();
if (queuedIntervals.Count > 0) queuedIntervals.Clear();
intervalStarted = false;
}
}
@ -120,11 +123,12 @@ namespace HeavenStudio.Games
if (queuedInputs.Count > 0) queuedInputs.Clear();
}
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted) {
if (!Conductor.instance.NotStopped()) {
intervalStarted = false;
beatInterval = 4f;
}
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
ScoreMiss();
TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
TackAnim.SetBool("tackMeated", false);
@ -133,6 +137,11 @@ namespace HeavenStudio.Games
}
if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true);
if (queuedIntervals.Count > 0) {
foreach (var interval in queuedIntervals) { StartInterval(interval.beat, interval.length); }
queuedIntervals.Clear();
}
}
private void LateUpdate()
@ -167,27 +176,38 @@ namespace HeavenStudio.Games
}
}
public static void PreInterval(float beat, float interval)
public static void PreInterval(float beat, float length)
{
if (!MeatGrinder.instance.intervalStarted && !MeatGrinder.instance.dontCall) {
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound(sfxName+"startSignal", beat - 1f), }, forcePlay: true);
if (MeatGrinder.instance.intervalStarted || MeatGrinder.queuedIntervals.Count > 0) return;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat - 1, delegate { instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f); }), });
MeatGrinder.queuedIntervals.Add(new QueuedInterval() {
beat = beat,
length = length,
});
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("meatGrinder/startSignal", beat - 1),
}, forcePlay: true);
if (GameManager.instance.currentGame == "meatGrinder") {
BeatAction.New(MeatGrinder.instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat - 1, delegate {
MeatGrinder.instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f);
}),
});
}
MeatGrinder.instance.dontCall = true;
MeatGrinder.instance.beatInterval = interval;
}
public void StartInterval(float beat, float interval)
public void StartInterval(float beat, float length)
{
intervalStartBeat = beat;
if (!intervalStarted) { intervalStarted = true; }
if (MeatGrinder.instance.intervalStarted) return;
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + interval - 1, delegate { PassTurn(beat); }),
intervalStartBeat = beat;
intervalStarted = true;
beatInterval = length;
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + length - 0.33f, delegate { PassTurn(beat); }),
});
}
@ -195,22 +215,13 @@ namespace HeavenStudio.Games
{
Jukebox.PlayOneShotGame(sfxName+"toss");
MeatToss Meat = Instantiate(MeatBase).GetComponent<MeatToss>();
MeatToss Meat = Instantiate(MeatBase, gameObject.transform).GetComponent<MeatToss>();
Meat.startBeat = beat;
Meat.cueLength = 1f;
Meat.cueBased = true;
Meat.meatType = "DarkMeat";
}
public static void PreMeatCall(float beat)
{
if (!MeatGrinder.instance.dontCall) {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat - 1, delegate { MeatGrinder.PreInterval(beat, instance.beatInterval); }),
});
}
}
public void MeatCall(float beat)
{
BossAnim.DoScaledAnimationAsync("BossCall", 0.5f);
@ -226,14 +237,14 @@ namespace HeavenStudio.Games
public void PassTurn(float beat)
{
dontCall = false;
hasSignaled = false;
intervalStarted = false;
foreach (var input in queuedInputs)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(input + beat, delegate {
MeatToss Meat = Instantiate(MeatBase).GetComponent<MeatToss>();
new BeatAction.Action(input + beatInterval , delegate {
MeatToss Meat = Instantiate(MeatBase, gameObject.transform).GetComponent<MeatToss>();
Meat.startBeat = beat;
Meat.cueLength = beatInterval + input;
Meat.cueBased = false;

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@ -13,9 +13,7 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
public float cueLength;
public bool cueBased;
public string meatType;
bool animCheck = false;
bool animCheck;
[Header("Animators")]
private Animator anim;
@ -30,11 +28,12 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
private void Start()
{
game.ScheduleInput(startBeat, cueLength, InputType.STANDARD_DOWN, Hit, Miss, Nothing);
game.ScheduleInput(startBeat, cueLength, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Nothing);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(cueBased ? startBeat + 0.66f : cueLength + startBeat - 1 + 0.66f, delegate { anim.DoScaledAnimationAsync(meatType+"Thrown", 0.32f); }),
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(cueBased ? startBeat + 0.66f : cueLength + startBeat - 1 + 0.66f, delegate {
anim.DoScaledAnimationAsync(meatType+"Thrown", 0.32f);
}),
});
}
@ -63,8 +62,7 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
anim.DoScaledAnimationAsync(meatType+"Hit", 0.5f);
animCheck = true;
if (state >= 1f || state <= -1f)
{
if (state >= 1f || state <= -1f) {
InputActions(true, "tink", "TackHitBarely");
} else {
InputActions(false, "meatHit", "TackHitSuccess");
@ -79,9 +77,6 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
game.TackAnim.SetBool("tackMeated", true);
}
private void Nothing(PlayerActionEvent caller)
{
}
private void Nothing(PlayerActionEvent caller) { }
}
}

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@ -19,13 +19,14 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Stepping(e.beat, e.length); },
defaultLength = 4f,
resizable = true
resizable = true,
},
new GameAction("blipping", "Beeping")
{
function = delegate {var e = eventCaller.currentEntity; MrUpbeat.instance.Blipping(e.beat, e.length); },
function = delegate {var e = eventCaller.currentEntity; MrUpbeat.Blipping(e.beat, e.length); },
defaultLength = 4f,
resizable = true
resizable = true,
inactiveFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Blipping(e.beat, e.length); },
},
new GameAction("ding!", "Ding!")
{
@ -47,17 +48,19 @@ namespace HeavenStudio.Games
public class MrUpbeat : Minigame
{
[Header("References")]
public Animator metronomeAnim;
public UpbeatMan man;
[Header("Properties")]
static List<float> queuedBeeps = new List<float>();
static List<queuedUpbeatInputs> queuedInputs = new List<queuedUpbeatInputs>();
public struct queuedUpbeatInputs
{
public float beat;
public bool goRight;
}
[Header("References")]
public Animator metronomeAnim;
public UpbeatMan man;
[Header("Properties")]
bool startLeft;
public static MrUpbeat instance;
@ -72,6 +75,7 @@ namespace HeavenStudio.Games
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
{
if (queuedInputs.Count > 0) queuedInputs.Clear();
if (queuedBeeps.Count > 0) queuedBeeps.Clear();
}
}
@ -117,6 +121,16 @@ namespace HeavenStudio.Games
man.Step();
}
}
if (queuedBeeps.Count > 0) {
var beepAnims = new List<BeatAction.Action>();
foreach (var item in queuedBeeps)
{
beepAnims.Add(new BeatAction.Action(item, delegate { man.blipAnimator.Play("Blip", 0, 0); }));
}
BeatAction.New(instance.gameObject, beepAnims);
queuedBeeps.Clear();
}
}
public void Ding(bool applause)
@ -125,15 +139,17 @@ namespace HeavenStudio.Games
if (applause) Jukebox.PlayOneShot("applause");
}
public void Blipping(float beat, float length)
public static void Blipping(float beat, float length)
{
List<MultiSound.Sound> beeps = new List<MultiSound.Sound>();
for (int i = 0; i < length + 1; i++)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate { man.Blip(); }),
});
beeps.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
queuedBeeps.Add(beat + i);
}
MultiSound.Play(beeps.ToArray(), forcePlay: true);
}
public static void Stepping(float beat, float length)

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@ -50,12 +50,6 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
onGround = true;
}
public void Blip()
{
Jukebox.PlayOneShotGame("mrUpbeat/blip");
blipAnimator.Play("Blip", 0, 0);
}
private void CheckShadows()
{
if (onGround) return;
@ -72,7 +66,5 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
transform.localScale = new Vector3(1, 1);
}
}
}
}

View File

@ -37,13 +37,16 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("One", "One")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
},
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Change the color of the dumpling")
},
preFunctionLength = 0,
preFunction = delegate {
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
}
@ -63,13 +66,16 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("Three", "Three")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreThreeGoCue(e.beat, e["threeColor"]);
},
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("threeColor", new Color(0.34f, 0.77f, 0.36f, 1), "Color", "Change the color of the dumplings")
},
preFunctionLength = 0,
preFunction = delegate {
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreThreeGoCue(e.beat, e["threeColor"]);
}
@ -261,8 +267,9 @@ namespace HeavenStudio.Games
&& !isStaring){
MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
if (BrowAnim.IsPlayingAnimationName("Bop") && growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (StacheAnim.IsPlayingAnimationName("Bop"+growLevel)) StacheAnim.DoScaledAnimationAsync("Bop"+growLevel, 0.5f);
// commented this out cuz it makes a warning every beat but im not fixing it cuz i need to fix it on my munchy monk branch
//if (BrowAnim.IsPlayingAnimationName("Bop") && growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
//if (StacheAnim.IsPlayingAnimationName("Bop"+growLevel)) StacheAnim.DoScaledAnimationAsync("Bop"+growLevel, 0.5f);
}
}

View File

@ -321,9 +321,7 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 1f, delegate { particleEffectMonkeys_2(); }),
});
ScheduleInput(beat, .95f, InputType.STANDARD_DOWN, OnJumpTap, OnJumpTapMiss, OnEmpty); //why .95f? no idea, doesn't sound right w/ 1f
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnJumpTap, OnJumpTapMiss, OnEmpty); //why would it be .95f? no idea, sounds fine w/ 1f
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
@ -356,8 +354,7 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 1f, delegate { monkeys[1].Play("FinalJumpTap", 0, 0); }),
});
ScheduleInput(beat, .95f, InputType.STANDARD_DOWN, OnJumpFinalTap, OnFinalJumpTapMiss, OnEmpty);
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnJumpFinalTap, OnFinalJumpTapMiss, OnEmpty);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{