mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 02:55:15 +00:00
with that, it's Mostly done!!
shipping this to beam now, gonna make some additions/fixes while that's happening
This commit is contained in:
parent
62ebea8411
commit
463637c1e4
3 changed files with 852 additions and 55 deletions
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@ -640,6 +718,63 @@ AnimationClip:
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@ -13,14 +13,46 @@ AnimationClip:
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m_EulerEditorCurves:
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m_PostInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalEulerAngles.x
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script: {fileID: 0}
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serializedVersion: 2
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m_Curve: []
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalEulerAngles.y
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path: WooshFX2
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classID: 4
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script: {fileID: 0}
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serializedVersion: 2
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m_Curve: []
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalEulerAngles.z
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path: WooshFX2
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classID: 4
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script: {fileID: 0}
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m_HasGenericRootTransform: 0
|
m_HasGenericRootTransform: 0
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m_HasMotionFloatCurves: 0
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m_HasMotionFloatCurves: 0
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||||||
m_Events: []
|
m_Events: []
|
||||||
|
|
|
@ -226,8 +226,12 @@ namespace HeavenStudio.Games
|
||||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
|
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
|
||||||
ChangeEmotion(Characters.Girl, Faces.Sad);
|
ChangeEmotion(Characters.Girl, Faces.Sad);
|
||||||
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||||
SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2);
|
SoundByte.PlayOneShotGame("dressYourBest/whiff_hit");
|
||||||
SoundByte.PlayOneShot("miss");
|
// SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2);
|
||||||
|
// SoundByte.PlayOneShot("miss");
|
||||||
|
if (conductor.songPositionInBeatsAsDouble >= startIntervalEndBeat) {
|
||||||
|
hasMissed = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -286,8 +290,6 @@ namespace HeavenStudio.Games
|
||||||
private void SetLightFromState(LightState state)
|
private void SetLightFromState(LightState state)
|
||||||
{
|
{
|
||||||
ColorPair colorPair = lightStates[(int)state];
|
ColorPair colorPair = lightStates[(int)state];
|
||||||
// lightRenderer.material.SetColor("_ColorAlpha", colorPair.outside);
|
|
||||||
// lightRenderer.material.SetColor("_ColorBravo", colorPair.inside);
|
|
||||||
lightRenderer.material.SetColor("_ColorAlpha", colorPair.inside);
|
lightRenderer.material.SetColor("_ColorAlpha", colorPair.inside);
|
||||||
lightRenderer.material.SetColor("_ColorBravo", colorPair.outside);
|
lightRenderer.material.SetColor("_ColorBravo", colorPair.outside);
|
||||||
}
|
}
|
||||||
|
@ -421,8 +423,6 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public void IntervalReact(double beat, float length)
|
public void IntervalReact(double beat, float length)
|
||||||
{
|
{
|
||||||
hasMissed = false;
|
|
||||||
|
|
||||||
Faces reaction = HasMissed ? Faces.Sad : Faces.Happy;
|
Faces reaction = HasMissed ? Faces.Sad : Faces.Happy;
|
||||||
ChangeEmotion(Characters.Monkey, reaction);
|
ChangeEmotion(Characters.Monkey, reaction);
|
||||||
ChangeEmotion(Characters.Girl, reaction);
|
ChangeEmotion(Characters.Girl, reaction);
|
||||||
|
@ -447,6 +447,7 @@ namespace HeavenStudio.Games
|
||||||
SetLightFromState(LightState.IdleOrListening);
|
SetLightFromState(LightState.IdleOrListening);
|
||||||
})
|
})
|
||||||
});
|
});
|
||||||
|
hasMissed = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
private int hitCount = 0; // resets every pass turn
|
private int hitCount = 0; // resets every pass turn
|
||||||
|
@ -455,10 +456,11 @@ namespace HeavenStudio.Games
|
||||||
private void OnHit(PlayerActionEvent caller, float state)
|
private void OnHit(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
hitCount++;
|
hitCount++;
|
||||||
SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2);
|
SoundByte.PlayOneShotGame("dressYourBest/hit_1");
|
||||||
SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false));
|
SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false));
|
||||||
if (state is >= 1f or <= (-1f)) // barely
|
if (state is >= 1f or <= (-1f)) // barely
|
||||||
{
|
{
|
||||||
|
SoundByte.PlayOneShot("nearMiss", volume: 2);
|
||||||
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||||
hasMissed = true;
|
hasMissed = true;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue