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Sneaky spirits has snuck its way into HS! Wow! Amazing! (#307)
* Started, off to a good start * Animation shit * I hope this looks okay * expose song pitch to minigames * clean up new additions * They now lower down * Da new pitch stuff needs update but I made cool stuff regardless * Hit sprites implemented * Added barely animation for ghost * Missing and barely stuff implemented * make new functions actually set music pitch * Bow enter or exit --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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||||
m_Transitions: []
|
||||
m_StateMachineBehaviours: []
|
||||
m_Position: {x: 50, y: 50, z: 0}
|
||||
m_IKOnFeet: 0
|
||||
m_WriteDefaultValues: 1
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||||
m_Mirror: 0
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||||
m_SpeedParameterActive: 0
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m_MirrorParameterActive: 0
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||||
m_CycleOffsetParameterActive: 0
|
||||
m_TimeParameterActive: 0
|
||||
m_Motion: {fileID: 7400000, guid: b5ac51f8fe0a3d643875f51a00440c03, type: 2}
|
||||
m_Tag:
|
||||
m_SpeedParameter:
|
||||
m_MirrorParameter:
|
||||
m_CycleOffsetParameter:
|
||||
m_TimeParameter:
|
||||
--- !u!91 &9100000
|
||||
AnimatorController:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
@ -170,6 +170,18 @@ TextureImporter:
|
|||
- first:
|
||||
213: -5952566289195896545
|
||||
second: Groundtile
|
||||
- first:
|
||||
213: 3532029475866527194
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second: HouseOverlap
|
||||
- first:
|
||||
213: -1500490936751498959
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||||
second: ghostShadow0
|
||||
- first:
|
||||
213: -314081172815163921
|
||||
second: ghostShadow1
|
||||
- first:
|
||||
213: -6152106560249733230
|
||||
second: NyoomCutoff
|
||||
externalObjects: {}
|
||||
serializedVersion: 11
|
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mipmaps:
|
||||
|
@ -682,10 +694,10 @@ TextureImporter:
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name: Bowstring_wobble1
|
||||
rect:
|
||||
serializedVersion: 2
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x: 449
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y: 856
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width: 31
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width: 29
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alignment: 0
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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|
@ -703,10 +715,10 @@ TextureImporter:
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name: Bowstring_wobble2
|
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rect:
|
||||
serializedVersion: 2
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x: 481
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||||
y: 856
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width: 31
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alignment: 0
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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|
@ -871,9 +883,9 @@ TextureImporter:
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name: Arrow_miss1
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rect:
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serializedVersion: 2
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x: 673
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x: 674
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width: 110
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alignment: 0
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pivot: {x: 0.5, y: 0.5}
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|
@ -892,9 +904,9 @@ TextureImporter:
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name: Arrow_miss2
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rect:
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serializedVersion: 2
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x: 673
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x: 674
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width: 110
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height: 79
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alignment: 0
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pivot: {x: 0.5, y: 0.5}
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|
@ -913,10 +925,10 @@ TextureImporter:
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name: Arrow_miss3
|
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rect:
|
||||
serializedVersion: 2
|
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x: 673
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x: 674
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y: 784
|
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width: 111
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height: 79
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width: 110
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height: 78
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alignment: 0
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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|
@ -937,7 +949,7 @@ TextureImporter:
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x: 673
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y: 704
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width: 111
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height: 79
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height: 78
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alignment: 0
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
|
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|
@ -1396,9 +1408,9 @@ TextureImporter:
|
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name: Arrow_shadow
|
||||
rect:
|
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serializedVersion: 2
|
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x: 785
|
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x: 786
|
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y: 976
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width: 111
|
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width: 110
|
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height: 47
|
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alignment: 0
|
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pivot: {x: 0.5, y: 0.5}
|
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|
@ -1476,6 +1488,90 @@ TextureImporter:
|
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indices:
|
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edges: []
|
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weights: []
|
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- serializedVersion: 2
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name: HouseOverlap
|
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rect:
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serializedVersion: 2
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|
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y: 226
|
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width: 239
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alignment: 9
|
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pivot: {x: 0.5, y: 0.5}
|
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
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physicsShape: []
|
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tessellationDetail: 0
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bones: []
|
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spriteID: ad5cb35481a440130800000000000000
|
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internalID: 3532029475866527194
|
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vertices: []
|
||||
indices:
|
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edges: []
|
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weights: []
|
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- serializedVersion: 2
|
||||
name: ghostShadow0
|
||||
rect:
|
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serializedVersion: 2
|
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x: 786
|
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y: 784
|
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width: 78
|
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height: 47
|
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alignment: 0
|
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pivot: {x: 0.5, y: 0.5}
|
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border: {x: 0, y: 0, z: 0, w: 0}
|
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outline: []
|
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physicsShape: []
|
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tessellationDetail: 0
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bones: []
|
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spriteID: 139db36617f2d2be0800000000000000
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internalID: -1500490936751498959
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vertices: []
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indices:
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edges: []
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weights: []
|
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- serializedVersion: 2
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name: ghostShadow1
|
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rect:
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serializedVersion: 2
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x: 786
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y: 832
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width: 78
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height: 47
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alignment: 0
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
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physicsShape: []
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tessellationDetail: 0
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bones: []
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spriteID: fedc6bf56d824abf0800000000000000
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internalID: -314081172815163921
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vertices: []
|
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indices:
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edges: []
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weights: []
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- serializedVersion: 2
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name: NyoomCutoff
|
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rect:
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serializedVersion: 2
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x: 1
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y: 488
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width: 214
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|
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alignment: 0
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
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physicsShape: []
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tessellationDetail: 0
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bones: []
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spriteID: 29fd6ffbda35f9aa0800000000000000
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internalID: -6152106560249733230
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vertices: []
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indices:
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edges: []
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weights: []
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outline: []
|
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physicsShape: []
|
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bones: []
|
||||
|
|
|
@ -9,8 +9,37 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static class AgbGhostLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("sneakySpirits", "Sneaky Spirits \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "0058CE", false, false, new List<GameAction>()
|
||||
return new Minigame("sneakySpirits", "Sneaky Spirits", "0058CE", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("spawnGhost", "Ghost")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; SneakySpirits.PreSpawnGhost(e.beat, e.length, e["slowDown"], e["volume1"], e["volume2"], e["volume3"], e["volume4"], e["volume5"], e["volume6"],
|
||||
e["volume7"]); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("slowDown", true, "Slowdown Effect", "Should there be a slowdown effect when the ghost is hit?"),
|
||||
new Param("volume1", new EntityTypes.Integer(0, 100, 100), "Move Volume 1", "What height and what volume should this move be at?"),
|
||||
new Param("volume2", new EntityTypes.Integer(0, 100, 100), "Move Volume 2", "What height and what volume should this move be at?"),
|
||||
new Param("volume3", new EntityTypes.Integer(0, 100, 100), "Move Volume 3", "What height and what volume should this move be at?"),
|
||||
new Param("volume4", new EntityTypes.Integer(0, 100, 100), "Move Volume 4", "What height and what volume should this move be at?"),
|
||||
new Param("volume5", new EntityTypes.Integer(0, 100, 100), "Move Volume 5", "What height and what volume should this move be at?"),
|
||||
new Param("volume6", new EntityTypes.Integer(0, 100, 100), "Move Volume 6", "What height and what volume should this move be at?"),
|
||||
new Param("volume7", new EntityTypes.Integer(0, 100, 100), "Move Volume 7", "What height and what volume should this move be at?"),
|
||||
}
|
||||
},
|
||||
new GameAction("movebow", "Bow Enter or Exit")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; SneakySpirits.instance.MoveBow(e.beat, e.length, e["exit"], e["ease"]); },
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("exit", true, "Enter?", "Should the bow exit or enter?"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?")
|
||||
}
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -18,19 +47,287 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
//using Scripts_SneakySpirits;
|
||||
using Scripts_SneakySpirits;
|
||||
public class SneakySpirits : Minigame
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Awake()
|
||||
public struct QueuedGhost
|
||||
{
|
||||
|
||||
public float beat;
|
||||
public float length;
|
||||
public bool slowDown;
|
||||
public List<int> volumes;
|
||||
}
|
||||
[Header("Components")]
|
||||
[SerializeField] Animator bowAnim;
|
||||
[SerializeField] Animator bowHolderAnim;
|
||||
[SerializeField] Animator doorAnim;
|
||||
[SerializeField] SneakySpiritsGhost movingGhostPrefab;
|
||||
[SerializeField] SneakySpiritsGhostDeath deathGhostPrefab;
|
||||
[SerializeField] GameObject arrowMissPrefab;
|
||||
[SerializeField] GameObject ghostMissPrefab;
|
||||
[SerializeField] List<Transform> ghostPositions = new List<Transform>();
|
||||
[Header("Variables")]
|
||||
private static List<QueuedGhost> queuedGhosts = new List<QueuedGhost>();
|
||||
private bool hasArrowLoaded;
|
||||
float movingLength;
|
||||
float movingStartBeat;
|
||||
bool isMoving;
|
||||
string moveAnim;
|
||||
EasingFunction.Ease lastEase;
|
||||
|
||||
public static SneakySpirits instance;
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (queuedGhosts.Count > 0) queuedGhosts.Clear();
|
||||
Conductor.instance.SetMinigamePitch(1f);
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
Conductor.instance.SetMinigamePitch(1f);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
if (queuedGhosts.Count > 0)
|
||||
{
|
||||
foreach(var ghost in queuedGhosts)
|
||||
{
|
||||
SpawnGhost(ghost.beat, ghost.length, ghost.slowDown, ghost.volumes);
|
||||
}
|
||||
queuedGhosts.Clear();
|
||||
}
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN) && hasArrowLoaded)
|
||||
{
|
||||
WhiffArrow(cond.songPositionInBeats);
|
||||
}
|
||||
if (isMoving)
|
||||
{
|
||||
float normalizedBeat = cond.GetPositionFromBeat(movingStartBeat, movingLength);
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
|
||||
float newPos = func(0f, 1f, normalizedBeat);
|
||||
bowHolderAnim.DoNormalizedAnimation(moveAnim, newPos);
|
||||
if (normalizedBeat >= 1f)
|
||||
{
|
||||
isMoving = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (!cond.isPlaying)
|
||||
{
|
||||
queuedGhosts.Clear();
|
||||
Conductor.instance.SetMinigamePitch(1f);
|
||||
}
|
||||
}
|
||||
|
||||
public void MoveBow(float beat, float length, bool enter, int ease)
|
||||
{
|
||||
movingStartBeat = beat;
|
||||
movingLength = length;
|
||||
moveAnim = enter ? "Enter" : "Exit";
|
||||
isMoving = true;
|
||||
lastEase = (EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
public static void PreSpawnGhost(float beat, float length, bool slowDown, int volume1, int volume2, int volume3, int volume4, int volume5, int volume6, int volume7)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("sneakySpirits/moving", beat, 1f, volume1 * 0.01f),
|
||||
new MultiSound.Sound("sneakySpirits/moving", beat + length, 1f, volume2 * 0.01f),
|
||||
new MultiSound.Sound("sneakySpirits/moving", beat + length * 2, 1f, volume3 * 0.01f),
|
||||
new MultiSound.Sound("sneakySpirits/moving", beat + length * 3, 1f, volume4 * 0.01f),
|
||||
new MultiSound.Sound("sneakySpirits/moving", beat + length * 4, 1f, volume5 * 0.01f),
|
||||
new MultiSound.Sound("sneakySpirits/moving", beat + length * 5, 1f, volume6 * 0.01f),
|
||||
new MultiSound.Sound("sneakySpirits/moving", beat + length * 6, 1f, volume7 * 0.01f),
|
||||
}, forcePlay: true);
|
||||
if (GameManager.instance.currentGame == "sneakySpirits")
|
||||
{
|
||||
SneakySpirits.instance.SpawnGhost(beat, length, slowDown, new List<int>()
|
||||
{
|
||||
volume1, volume2, volume3, volume4, volume5, volume6, volume7
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
queuedGhosts.Add(new QueuedGhost
|
||||
{
|
||||
beat = beat,
|
||||
length = length,
|
||||
volumes = new List<int>()
|
||||
{
|
||||
volume1, volume2, volume3, volume4, volume5, volume6, volume7
|
||||
},
|
||||
slowDown = slowDown,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnGhost(float beat, float length, bool slowDown, List<int> volumes)
|
||||
{
|
||||
if (slowDown)
|
||||
{
|
||||
ScheduleInput(beat, length * 7, InputType.STANDARD_DOWN, Just, Miss, Out);
|
||||
}
|
||||
else
|
||||
{
|
||||
ScheduleInput(beat, length * 7, InputType.STANDARD_DOWN, JustNoSlowDown, Miss, Out);
|
||||
}
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + length * 3, delegate { bowAnim.DoScaledAnimationAsync("BowDraw", 0.25f); hasArrowLoaded = true; })
|
||||
});
|
||||
|
||||
List<BeatAction.Action> ghostSpawns = new List<BeatAction.Action>();
|
||||
for(int i = 0; i < 7; i++)
|
||||
{
|
||||
float spawnBeat = beat + length * i;
|
||||
if (spawnBeat >= Conductor.instance.songPositionInBeats)
|
||||
{
|
||||
SneakySpiritsGhost spawnedGhost = Instantiate(movingGhostPrefab, ghostPositions[i], false);
|
||||
spawnedGhost.transform.position = new Vector3(spawnedGhost.transform.position.x, spawnedGhost.transform.position.y - (1 - volumes[i] * 0.01f) * 2.5f, spawnedGhost.transform.position.z);
|
||||
spawnedGhost.Init(spawnBeat, length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void WhiffArrow(float beat)
|
||||
{
|
||||
GameObject spawnedArrow = Instantiate(arrowMissPrefab, transform);
|
||||
spawnedArrow.SetActive(true);
|
||||
spawnedArrow.GetComponent<Animator>().DoScaledAnimationAsync("ArrowRecoil", 0.5f);
|
||||
bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f);
|
||||
hasArrowLoaded = false;
|
||||
Jukebox.PlayOneShotGame("sneakySpirits/arrowMiss", -1, 2);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 3f, delegate {
|
||||
if (GameManager.instance.currentGame == "sneakySpirits")
|
||||
{
|
||||
Destroy(spawnedArrow);
|
||||
}
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (!hasArrowLoaded) return;
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("sneakySpirits/ghostScared");
|
||||
WhiffArrow(caller.startBeat + caller.timer);
|
||||
GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform);
|
||||
spawnedGhost.SetActive(true);
|
||||
spawnedGhost.GetComponent<Animator>().DoScaledAnimationAsync("GhostBarely", 0.5f);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(caller.startBeat + caller.timer + 2f, delegate {
|
||||
if (GameManager.instance.currentGame == "sneakySpirits")
|
||||
{
|
||||
Destroy(spawnedGhost);
|
||||
}
|
||||
})
|
||||
});
|
||||
return;
|
||||
}
|
||||
Success(caller, true);
|
||||
}
|
||||
|
||||
void JustNoSlowDown(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (!hasArrowLoaded) return;
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("sneakySpirits/ghostScared");
|
||||
WhiffArrow(caller.startBeat + caller.timer);
|
||||
GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform);
|
||||
spawnedGhost.SetActive(true);
|
||||
spawnedGhost.GetComponent<Animator>().DoScaledAnimationAsync("GhostBarely", 0.5f);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(caller.startBeat + caller.timer + 2f, delegate {
|
||||
if (GameManager.instance.currentGame == "sneakySpirits")
|
||||
{
|
||||
Destroy(spawnedGhost);
|
||||
}
|
||||
})
|
||||
});
|
||||
return;
|
||||
}
|
||||
Success(caller, false);
|
||||
}
|
||||
|
||||
void Success(PlayerActionEvent caller, bool slowDown)
|
||||
{
|
||||
SneakySpiritsGhostDeath spawnedDeath = Instantiate(deathGhostPrefab, transform, false);
|
||||
int randomNumber = UnityEngine.Random.Range(0, 4);
|
||||
|
||||
switch (randomNumber)
|
||||
{
|
||||
case 0:
|
||||
spawnedDeath.animToPlay = "GhostDieNose";
|
||||
break;
|
||||
case 1:
|
||||
spawnedDeath.animToPlay = "GhostDieMouth";
|
||||
break;
|
||||
case 2:
|
||||
spawnedDeath.animToPlay = "GhostDieBody";
|
||||
break;
|
||||
case 3:
|
||||
spawnedDeath.animToPlay = "GhostDieCheek";
|
||||
break;
|
||||
}
|
||||
hasArrowLoaded = false;
|
||||
spawnedDeath.startBeat = caller.startBeat + caller.timer;
|
||||
spawnedDeath.length = 1f;
|
||||
spawnedDeath.gameObject.SetActive(true);
|
||||
Jukebox.PlayOneShotGame("sneakySpirits/hit");
|
||||
bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f);
|
||||
if (slowDown) Conductor.instance.SetMinigamePitch(0.25f);
|
||||
doorAnim.DoScaledAnimationAsync("DoorOpen", 0.5f);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate
|
||||
{
|
||||
if (slowDown) Conductor.instance.SetMinigamePitch(1f);
|
||||
doorAnim.DoScaledAnimationAsync("DoorClose", 0.5f);
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("sneakySpirits/ghostEscape");
|
||||
GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform);
|
||||
spawnedGhost.SetActive(true);
|
||||
spawnedGhost.GetComponent<Animator>().DoScaledAnimationAsync("GhostMiss", 0.5f);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate {
|
||||
if (GameManager.instance.currentGame == "sneakySpirits")
|
||||
{
|
||||
Jukebox.PlayOneShotGame("sneakySpirits/laugh", -1, 1.2f);
|
||||
spawnedGhost.GetComponent<Animator>().DoScaledAnimationAsync("GhostLaugh", 0.25f);
|
||||
}
|
||||
}),
|
||||
new BeatAction.Action(caller.startBeat + caller.timer + 2.5f, delegate {
|
||||
if (GameManager.instance.currentGame == "sneakySpirits")
|
||||
{
|
||||
Destroy(spawnedGhost);
|
||||
}
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
void Out(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
31
Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs
Normal file
31
Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs
Normal file
|
@ -0,0 +1,31 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_SneakySpirits
|
||||
{
|
||||
public class SneakySpiritsGhost : MonoBehaviour
|
||||
{
|
||||
private SneakySpirits game;
|
||||
private Animator anim;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
anim = GetComponent<Animator>();
|
||||
game = SneakySpirits.instance;
|
||||
}
|
||||
|
||||
public void Init(float spawnBeat, float length)
|
||||
{
|
||||
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(spawnBeat - 0.2f, delegate { anim.DoScaledAnimationAsync("Move", 1f); }),
|
||||
new BeatAction.Action(spawnBeat + length - 0.5f, delegate { anim.DoScaledAnimationAsync("MoveDown", 1f); }),
|
||||
new BeatAction.Action(spawnBeat + length, delegate { Destroy(gameObject); }),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fdc9d92cf15fc704a97cf700a1086f62
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,36 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_SneakySpirits
|
||||
{
|
||||
public class SneakySpiritsGhostDeath : MonoBehaviour
|
||||
{
|
||||
public string animToPlay;
|
||||
public float startBeat;
|
||||
public float length;
|
||||
[SerializeField] Animator anim;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
anim = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
float normalizedBeat = Mathf.Max(cond.GetPositionFromBeat(startBeat, length), 0f);
|
||||
anim.DoNormalizedAnimation(animToPlay, normalizedBeat);
|
||||
if (normalizedBeat > 1)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dded6aad8b6300e46932ce958ba5071f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in a new issue