General Fixes (#355)
* Somen Anims * Icon Updates * Slurp implemented * Somen man now resets pose * Spaceball is no longer too hd * Spaceball bat fix Fixed the position of the bat grip thing on air batter's idle * Mage's upscale downscales Note to self, do the pure downscale assets later * Launch party bg upscale forgot this one oops * i forgor changed ct2 bg from 2048 to 4096 * blue bear icon update. again. help --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
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spriteID: 74d1820eaf99f0390800000000000000
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||||
internalID: -7849886322701886137
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||||
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@ -823,16 +823,16 @@ TextureImporter:
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|||
name: spaceball_dust_0
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||||
rect:
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||||
serializedVersion: 2
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||||
|
@ -844,16 +844,16 @@ TextureImporter:
|
|||
name: spaceball_dust_1
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||||
rect:
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||||
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|
@ -865,16 +865,16 @@ TextureImporter:
|
|||
name: spaceball_dust_2
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rect:
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||||
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Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 766 KiB |
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@ -46,7 +46,7 @@ TextureImporter:
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spriteMeshType: 1
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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|
|
|
@ -31,6 +31,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
function = delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); },
|
||||
},
|
||||
new GameAction("slurp", "Slurp")
|
||||
{
|
||||
function = delegate { RhythmSomen.instance.Slurp(eventCaller.currentEntity.beat); }
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); },
|
||||
|
@ -54,6 +58,7 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] ParticleSystem splashEffect;
|
||||
public Animator SomenPlayer;
|
||||
public Animator FrontArm;
|
||||
[SerializeField] Animator backArm;
|
||||
public Animator EffectHit;
|
||||
public Animator EffectSweat;
|
||||
public Animator EffectExclam;
|
||||
|
@ -62,6 +67,8 @@ namespace HeavenStudio.Games
|
|||
public Animator FarCrane;
|
||||
public GameObject Player;
|
||||
private bool shouldBop = true;
|
||||
private bool missed;
|
||||
private bool hasSlurped;
|
||||
|
||||
public GameEvent bop = new GameEvent();
|
||||
|
||||
|
@ -86,11 +93,34 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
Jukebox.PlayOneShotGame("rhythmSomen/somen_mistake");
|
||||
FrontArm.Play("ArmPluck", -1, 0);
|
||||
backArm.Play("BackArmNothing", 0, 0);
|
||||
hasSlurped = false;
|
||||
EffectSweat.Play("BlobSweating", -1, 0);
|
||||
ScoreMiss();
|
||||
}
|
||||
}
|
||||
|
||||
public void Slurp(float beat)
|
||||
{
|
||||
if (!missed)
|
||||
{
|
||||
backArm.Play("BackArmLift", 0, 0);
|
||||
FrontArm.DoScaledAnimationAsync("ArmSlurp", 0.5f);
|
||||
hasSlurped = true;
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 1f, delegate
|
||||
{
|
||||
if (hasSlurped)
|
||||
{
|
||||
backArm.Play("BackArmNothing", 0, 0);
|
||||
FrontArm.Play("ArmNothing", 0, 0);
|
||||
}
|
||||
})
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void ToggleBop(float beat, float length, bool bopOrNah, bool autoBop)
|
||||
{
|
||||
shouldBop = autoBop;
|
||||
|
@ -185,22 +215,27 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void CatchSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
backArm.Play("BackArmNothing", 0, 0);
|
||||
hasSlurped = false;
|
||||
splashEffect.Play();
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("rhythmSomen/somen_splash");
|
||||
FrontArm.Play("ArmPluckNG", -1, 0);
|
||||
EffectSweat.Play("BlobSweating", -1, 0);
|
||||
missed = true;
|
||||
return;
|
||||
}
|
||||
Jukebox.PlayOneShotGame("rhythmSomen/somen_catch");
|
||||
Jukebox.PlayOneShotGame("rhythmSomen/somen_catch_old", volume: 0.25f);
|
||||
FrontArm.Play("ArmPluckOK", -1, 0);
|
||||
EffectHit.Play("HitAppear", -1, 0);
|
||||
missed = false;
|
||||
}
|
||||
|
||||
public void CatchMiss(PlayerActionEvent caller)
|
||||
{
|
||||
missed = true;
|
||||
EffectShock.Play("ShockAppear", -1, 0);
|
||||
}
|
||||
|
||||
|
|