mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Merge branch 'release_1'
This commit is contained in:
commit
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--- !u!1101 &-261277080895935684
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--- !u!91 &9100000
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AnimatorController:
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@ -137,7 +134,7 @@ AnimatorStateMachine:
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@ -1,5 +1,6 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using HeavenStudio.Util;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_NtrSamurai
|
||||
|
@ -17,15 +18,9 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
stepping = false;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Bop()
|
||||
{
|
||||
if (!stepping && !(animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash"))
|
||||
if (!stepping && !animator.IsPlayingAnimationNames("Beat", "Unstep", "Slash"))
|
||||
animator.Play("Beat", -1, 0);
|
||||
}
|
||||
|
||||
|
@ -34,11 +29,11 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
stepping = !off;
|
||||
if (off)
|
||||
{
|
||||
animator.Play("Beat", -1, 0);
|
||||
animator.Play("Unstep", -1, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash")
|
||||
if (animator.IsPlayingAnimationNames("Slash"))
|
||||
animator.Play("StepSeathe", -1, 0);
|
||||
else
|
||||
animator.Play("Step", -1, 0);
|
||||
|
@ -51,7 +46,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
animator.Play("Slash", -1, 0);
|
||||
}
|
||||
|
||||
public bool isStepping()
|
||||
public bool IsStepping()
|
||||
{
|
||||
return stepping;
|
||||
}
|
||||
|
|
|
@ -10,9 +10,10 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
public class NtrSamuraiObject : MonoBehaviour
|
||||
{
|
||||
[Header("Objects")]
|
||||
public ParticleSystem moneyBurst;
|
||||
public ParticleSystem pickelBurst;
|
||||
public Animator anim;
|
||||
[SerializeField] ParticleSystem moneyBurst;
|
||||
[SerializeField] ParticleSystem pickelBurst;
|
||||
[SerializeField] ParticleSystem pickelBurstSplat;
|
||||
[SerializeField] Animator anim;
|
||||
public NtrSamuraiObject secondHalf;
|
||||
|
||||
[Header("Transforms")]
|
||||
|
@ -39,13 +40,13 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
{
|
||||
switch (type)
|
||||
{
|
||||
case (int) SamuraiSliceNtr.ObjectType.Fish:
|
||||
case (int)SamuraiSliceNtr.ObjectType.Fish:
|
||||
anim.Play("ObjFishDebris");
|
||||
break;
|
||||
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||
case (int)SamuraiSliceNtr.ObjectType.Demon:
|
||||
anim.Play("ObjDemonDebris02");
|
||||
break;
|
||||
case (int) SamuraiSliceNtr.ObjectType.Melon2B2T:
|
||||
case (int)SamuraiSliceNtr.ObjectType.Melon2B2T:
|
||||
anim.Play("ObjMelonPickelDebris02");
|
||||
break;
|
||||
default:
|
||||
|
@ -62,10 +63,10 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
{
|
||||
switch (type)
|
||||
{
|
||||
case (int) SamuraiSliceNtr.ObjectType.Fish:
|
||||
case (int)SamuraiSliceNtr.ObjectType.Fish:
|
||||
anim.Play("ObjFish");
|
||||
break;
|
||||
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||
case (int)SamuraiSliceNtr.ObjectType.Demon:
|
||||
anim.Play("ObjDemon");
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
|
@ -74,7 +75,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 2f),
|
||||
});
|
||||
break;
|
||||
case (int) SamuraiSliceNtr.ObjectType.Melon2B2T:
|
||||
case (int)SamuraiSliceNtr.ObjectType.Melon2B2T:
|
||||
anim.Play("ObjMelonPickel");
|
||||
break;
|
||||
default:
|
||||
|
@ -89,7 +90,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 1.75f, SamuraiSliceNtr.InputAction_AltUp, DoUnStepAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
|
||||
|
||||
currentCurve = SamuraiSliceNtr.instance.InCurve;
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * (float) startBeat));
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * (float)startBeat));
|
||||
|
||||
var cond = Conductor.instance;
|
||||
float flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f);
|
||||
|
@ -108,14 +109,11 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
{
|
||||
case -3: // near miss on board launch
|
||||
flyPos = cond.GetPositionFromBeat(startBeat, 2f);
|
||||
transform.position = currentCurve.GetPoint(flyPos);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (180f * Time.deltaTime));
|
||||
|
||||
if (flyPos > 1f)
|
||||
{
|
||||
GameObject.Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
transform.position = currentCurve.GetPoint(Mathf.Clamp01(flyPos));
|
||||
if (flyPos >= 1)
|
||||
transform.rotation = Quaternion.identity;
|
||||
else
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (180f * Time.deltaTime * cond.SongPitch));
|
||||
break;
|
||||
case -2: // being carried by a child
|
||||
flyPos = cond.GetPositionFromBeat(startBeat + 2f, 4f);
|
||||
|
@ -129,41 +127,40 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
case -1: // sliced by samurai, falling towards child
|
||||
flyPos = cond.GetPositionFromBeat(startBeat, 1f);
|
||||
transform.position = currentCurve.GetPoint(flyPos);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + ((isDebris? 360f : -360f) * Time.deltaTime));
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + ((isDebris ? 360f : -360f) * Time.deltaTime * cond.SongPitch));
|
||||
|
||||
if (flyPos > 1f)
|
||||
if (flyPos >= 1f)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_catch");
|
||||
if (!isDebris)
|
||||
{
|
||||
NtrSamuraiChild child = SamuraiSliceNtr.instance.CreateChild(startBeat + 1f);
|
||||
heldPos = child.DebrisPosR;
|
||||
transform.parent = child.DebrisPosR;
|
||||
secondHalf.heldPos = child.DebrisPosL;
|
||||
secondHalf.transform.parent = child.DebrisPosL;
|
||||
}
|
||||
flyProg = -2;
|
||||
GetComponent<SpriteRenderer>().sortingOrder = 7;
|
||||
anim.GetComponent<SpriteRenderer>().sortingOrder = 7;
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case 2: // fish first bounce
|
||||
float jumpPos = cond.GetPositionFromBeat(launchProg.startBeat, 2f);
|
||||
jumpPos = Mathf.Min(jumpPos, 1.215f);
|
||||
float yMul = jumpPos * 2f - 1f;
|
||||
float yWeight = -(yMul*yMul) + 1f;
|
||||
float yWeight = -(yMul * yMul) + 1f;
|
||||
transform.position = doubleLaunchPos.position + new Vector3(0, 4.5f * yWeight);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-2 * 360f * Time.deltaTime));
|
||||
|
||||
if (jumpPos > 2f)
|
||||
{
|
||||
// missed...
|
||||
GameObject.Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
if (jumpPos >= 1.215f)
|
||||
transform.rotation = Quaternion.identity;
|
||||
else
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-2 * 360f * Time.deltaTime * cond.SongPitch));
|
||||
break;
|
||||
case 1: // launched from board to samurai
|
||||
float flyDur = 3f;
|
||||
switch (type)
|
||||
{
|
||||
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||
case (int)SamuraiSliceNtr.ObjectType.Demon:
|
||||
flyDur = 5f;
|
||||
break;
|
||||
default:
|
||||
|
@ -171,38 +168,60 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
break;
|
||||
}
|
||||
flyPos = cond.GetPositionFromBeat(hitProg.startBeat, flyDur);
|
||||
transform.position = currentCurve.GetPoint(flyPos);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (3 * 360f * Time.deltaTime));
|
||||
|
||||
if (flyPos > 1f)
|
||||
{
|
||||
// missed...
|
||||
GameObject.Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
transform.position = currentCurve.GetPoint(Mathf.Clamp01(flyPos));
|
||||
if (flyPos >= 1)
|
||||
transform.rotation = Quaternion.identity;
|
||||
else
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (3 * 360f * Time.deltaTime * cond.SongPitch));
|
||||
break;
|
||||
|
||||
default: // object initial spawn, flying towards board
|
||||
flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f);
|
||||
transform.position = currentCurve.GetPoint(flyPos);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime));
|
||||
|
||||
if (flyPos > 1f)
|
||||
{
|
||||
// missed...
|
||||
GameObject.Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
Debug.Log(flyPos);
|
||||
transform.position = currentCurve.GetPoint(Mathf.Clamp01(flyPos));
|
||||
if (flyPos >= 1)
|
||||
transform.rotation = Quaternion.identity;
|
||||
else
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime * cond.SongPitch));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DoSplat(double beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("samuraiSliceNtr/item_splat", beat)
|
||||
});
|
||||
BeatAction.New(this, new()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate {
|
||||
switch (type)
|
||||
{
|
||||
case (int)SamuraiSliceNtr.ObjectType.Fish:
|
||||
anim.Play("ObjFishSplat");
|
||||
break;
|
||||
case (int)SamuraiSliceNtr.ObjectType.Demon:
|
||||
anim.Play("ObjDemonSplat");
|
||||
break;
|
||||
case (int)SamuraiSliceNtr.ObjectType.Melon2B2T:
|
||||
anim.Play("ObjMelonPickelSplat");
|
||||
pickelBurstSplat.transform.position = transform.position;
|
||||
pickelBurstSplat.Play();
|
||||
break;
|
||||
default:
|
||||
anim.Play("ObjMelonSplat");
|
||||
break;
|
||||
}}),
|
||||
new BeatAction.Action(beat + 3, delegate { Destroy(gameObject); })
|
||||
});
|
||||
}
|
||||
|
||||
void DoLaunch()
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case (int) SamuraiSliceNtr.ObjectType.Fish:
|
||||
case (int)SamuraiSliceNtr.ObjectType.Fish:
|
||||
if (flyProg == 2)
|
||||
{
|
||||
flyProg = 1;
|
||||
|
@ -210,7 +229,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 4f, 2f, SamuraiSliceNtr.InputAction_FlickPress, DoSliceAutoplay, LaunchThrough, LaunchThrough);
|
||||
currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
|
||||
|
||||
SoundByte.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 1f/4);
|
||||
SoundByte.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 1f / 4);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -224,7 +243,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
SoundByte.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 0.8f);
|
||||
}
|
||||
break;
|
||||
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||
case (int)SamuraiSliceNtr.ObjectType.Demon:
|
||||
flyProg = 1;
|
||||
hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 4f, SamuraiSliceNtr.InputAction_FlickPress, HitSuccess, HitMiss, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 4f, SamuraiSliceNtr.InputAction_FlickPress, DoSliceAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
|
||||
|
@ -266,6 +285,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
flyProg = -3;
|
||||
SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: 2f);
|
||||
launchProg.Disable();
|
||||
DoSplat(startBeat + 2);
|
||||
return;
|
||||
}
|
||||
launchProg.Disable();
|
||||
|
@ -277,9 +297,18 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
public void LaunchMiss(PlayerActionEvent caller)
|
||||
{
|
||||
missedLaunch = true;
|
||||
switch (flyProg)
|
||||
{
|
||||
case 2:
|
||||
DoSplat(caller.startBeat + 2.215);
|
||||
break;
|
||||
default:
|
||||
DoSplat(caller.startBeat + 3);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void LaunchThrough(PlayerActionEvent caller) {}
|
||||
public void LaunchThrough(PlayerActionEvent caller) { }
|
||||
|
||||
public void HitSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
|
@ -290,6 +319,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
flyProg = -3;
|
||||
SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_ng");
|
||||
hitProg.Disable();
|
||||
DoSplat(startBeat + 2);
|
||||
return;
|
||||
}
|
||||
flyProg = -1;
|
||||
|
@ -310,15 +340,15 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
|
||||
mobj.transform.position = transform.position;
|
||||
mobj.transform.rotation = transform.rotation;
|
||||
mobj.GetComponent<SpriteRenderer>().sortingOrder = 4;
|
||||
// mobj.GetComponent<SpriteRenderer>().sortingOrder = 4;
|
||||
mobj.SetActive(true);
|
||||
|
||||
secondHalf = mobjDat;
|
||||
|
||||
this.startBeat = caller.startBeat + caller.timer;
|
||||
if (type == (int) SamuraiSliceNtr.ObjectType.Demon)
|
||||
if (type == (int)SamuraiSliceNtr.ObjectType.Demon)
|
||||
anim.Play("ObjDemonDebris01");
|
||||
else if (type == (int) SamuraiSliceNtr.ObjectType.Melon2B2T)
|
||||
else if (type == (int)SamuraiSliceNtr.ObjectType.Melon2B2T)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("samuraiSliceNtr/melon_dig");
|
||||
pickelBurst.Play();
|
||||
|
@ -334,6 +364,17 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
|
||||
public void HitMiss(PlayerActionEvent caller)
|
||||
{
|
||||
double flyDur;
|
||||
switch (type)
|
||||
{
|
||||
case (int)SamuraiSliceNtr.ObjectType.Demon:
|
||||
flyDur = 5;
|
||||
break;
|
||||
default:
|
||||
flyDur = 3;
|
||||
break;
|
||||
}
|
||||
DoSplat(caller.startBeat + flyDur);
|
||||
missedHit = true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,7 +13,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
using static Minigames;
|
||||
public static class NtrSamuraiLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "b6b5b6", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
|
@ -79,9 +80,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
hidden = true
|
||||
},
|
||||
},
|
||||
new List<string>() {"ntr", "normal"},
|
||||
new List<string>() { "ntr", "normal" },
|
||||
"ntrsamurai", "en",
|
||||
new List<string>() {"en"}
|
||||
new List<string>() { "en" }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -94,7 +95,8 @@ namespace HeavenStudio.Games
|
|||
|
||||
public class SamuraiSliceNtr : Minigame
|
||||
{
|
||||
public enum ObjectType {
|
||||
public enum ObjectType
|
||||
{
|
||||
Melon,
|
||||
Fish,
|
||||
Demon,
|
||||
|
@ -182,7 +184,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (PlayerInput.GetIsAction(InputAction_AltDown))
|
||||
DoStep();
|
||||
if (PlayerInput.GetIsAction(InputAction_AltUp) && player.isStepping())
|
||||
if (PlayerInput.GetIsAction(InputAction_AltUp) && player.IsStepping())
|
||||
DoUnStep();
|
||||
if (PlayerInput.GetIsAction(InputAction_FlickPress))
|
||||
DoSlice();
|
||||
|
@ -233,7 +235,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void DoSlice()
|
||||
{
|
||||
if (player.isStepping())
|
||||
if (player.IsStepping())
|
||||
{
|
||||
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
||||
}
|
||||
|
@ -247,7 +249,7 @@ namespace HeavenStudio.Games
|
|||
bop.startBeat = beat;
|
||||
}
|
||||
|
||||
public void ObjectIn(double beat, int type = (int) ObjectType.Melon, int value = 1, bool funnyMinecraft = false)
|
||||
public void ObjectIn(double beat, int type = (int)ObjectType.Melon, int value = 1, bool funnyMinecraft = false)
|
||||
{
|
||||
var mobj = GameObject.Instantiate(objectPrefab, objectHolder);
|
||||
var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
|
||||
|
|
Loading…
Reference in a new issue