Fixed Love Lab Hearts! (#905)

* Fixed Hearts(???????)

* """Fixed""" hearts

* Fixed Love Lab Hearts!

(well okay there's still a *tiny* visual glitch I'm not sure how to attack yet but this is infinitely better than what it was)

* Fixed furry animations to be more accurate
This commit is contained in:
wookywok 2024-05-08 14:25:22 -05:00 committed by GitHub
parent 59ef5a2d60
commit 4c34eb20ea
30 changed files with 2267 additions and 355 deletions

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@ -84,7 +84,7 @@ Material:
m_Colors:
- _AddColor: {r: 0, g: 0, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _ColorAlpha: {r: 0.02909997, g: 0.4054601, b: 0.97, a: 1}
- _ColorAlpha: {r: 0.043137245, g: 0.074509725, b: 0.34901962, a: 1}
- _ColorBravo: {r: 1, g: 1, b: 1, a: 1}
- _ColorDelta: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}

View file

@ -84,7 +84,7 @@ Material:
m_Colors:
- _AddColor: {r: 0, g: 0, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _ColorAlpha: {r: 0.972549, g: 0.3764706, b: 0.03137255, a: 1}
- _ColorAlpha: {r: 0.91611767, g: 0.86906433, b: 0.16539083, a: 1}
- _ColorBravo: {r: 1, g: 1, b: 1, a: 1}
- _ColorDelta: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}

View file

@ -84,7 +84,7 @@ Material:
m_Colors:
- _AddColor: {r: 0, g: 0, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _ColorAlpha: {r: 0.8313726, g: 0.2039216, b: 0.5058824, a: 1}
- _ColorAlpha: {r: 0, g: 0.6472839, b: 0.03720841, a: 1}
- _ColorBravo: {r: 1, g: 1, b: 1, a: 1}
- _ColorDelta: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}

View file

@ -65,6 +65,7 @@ namespace HeavenStudio.Games.Loaders
{
function = delegate { LoveLab.instance.mainBoxGuy(e.currentEntity.beat, e.currentEntity["type"]); },
defaultLength = 2f,
resizable = false,
parameters = new List<Param>()
{
new Param("type", LoveLab.boxGuyAction.takeAway, "Action", "Box Guy's Actions")
@ -122,9 +123,10 @@ namespace HeavenStudio.Games.Loaders
priority = 1
}
}
//new List<string>() { "ntr", "normal" },
//new List<string>() { "ntr", "repeat" },
//"ntrlab", "en",
//new List<string>() { "en" }
//chronologicalSortKey: 19
);
}
}
@ -206,6 +208,8 @@ namespace HeavenStudio.Games
bool isLong = false;
int isLongCount = 0;
bool canCloudsMove = true;
bool hasShakenUp = false;
public double startBeat;
[Header("Clouds")]
[SerializeField] GameObject clouds;
@ -238,6 +242,7 @@ namespace HeavenStudio.Games
List<PlayerActionEvent> currentEvents;
[SerializeField] List<int> currentHearts;
[SerializeField] Transform endPoint;
[SerializeField] Vector3 spawnPoint;
#endregion
@ -389,10 +394,17 @@ namespace HeavenStudio.Games
Destroy(flaskObj);
weirdInstantiatedFlask.RemoveAt(0);
labAssistantArm.DoScaledAnimationAsync("MittenGrabStart", 1f);
}),
new BeatAction.Action(beat + (addBeat+1f), delegate
{
labAssistantArm.DoScaledAnimationAsync("MittenGrab", 1f);
}),
new BeatAction.Action(beat + (addBeat + .5f), delegate
new BeatAction.Action(beat + (addBeat + 1.5f), delegate
{
labAssistantArm.DoScaledAnimationAsync("MittenLetGo", .5f);
}),
@ -707,7 +719,7 @@ namespace HeavenStudio.Games
}
else
{
ScheduleInput(beat, (length + addForEndBeat) + addDelay, InputAction_DPad, onUp, onMiss, onEmpty);
ScheduleInput(beat, (length + addForEndBeat) + addDelay, IA_DPadPressing, onUp, onMiss, onEmpty);
}
}
@ -832,6 +844,7 @@ namespace HeavenStudio.Games
public static void onUp(PlayerActionEvent caller, float beat)
{
instance.hasShakenUp = true;
SoundByte.PlayOneShotGame("loveLab/shakeUp");
instance.labGirlArm.DoScaledAnimationAsync("ShakeFlaskUp");
LoveLabHearts gh = Instantiate(instance.girlHeartObj, instance.heartHolder).GetComponent<LoveLabHearts>();
@ -845,12 +858,14 @@ namespace HeavenStudio.Games
public static void onDownAuto(PlayerActionEvent caller, float beat)
{
instance.hasShakenUp = false;
SoundByte.PlayOneShotGame("loveLab/shakeDown");
instance.labGirlArm.DoScaledAnimationAsync("ShakeFlaskDown");
}
public static void onRelease(PlayerActionEvent caller, float beat)
{
instance.hasShakenUp = false;
instance.labGirlHead.DoScaledAnimationAsync("GirlIdleFace");
SoundByte.PlayOneShotGame("loveLab/rightThrowNoShake");
instance.labGirlArm.DoScaledAnimationAsync("ThrowFlask");
@ -876,11 +891,13 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShotGame("loveLab/heartsCombine");
foreach(LoveLabHearts h in instance.girlHearts)
foreach(LoveLabHearts h in instance.girlHearts)
{
h.stop = true;
}
var additionalHearts = 0.063f;
for(int x = 0; x < instance.currentHearts[0]; x++)
{
instance.guyHearts[0].heartAnim.Play("HeartMerge");
@ -888,25 +905,35 @@ namespace HeavenStudio.Games
LoveLabHearts a = Instantiate(instance.completeHeartObj, instance.heartHolder).GetComponent<LoveLabHearts>();
a.transform.position = new Vector2(a.transform.position.x, instance.girlHearts[0].transform.position.y);
var additionalHeartLength = (0.063f * instance.girlHearts.Count);
a.heartBeat = caller.startBeat + caller.timer + 1f;
a.end = instance.endPoint;
a.dropStart = a.transform.position;
a.end = instance.endPoint.position;
instance.completeHearts.Add(a);
a.timer = (2.25f + additionalHeartLength);
a.isWaiting = false;
//a.goDown();
instance.guyHearts.RemoveAt(0);
instance.girlHearts.RemoveAt(0);
}
var additionalHearts = 0.063f;
for(int x = 0; x < lastCounter; x++)
{
//Debug.LogWarning(2.25f + (additionalHearts * x));
instance.completeHearts[x].timer = (2.25f + (additionalHearts * x));
}
instance.currentHearts.RemoveAt(0);
//for(int x = 0; x < lastCounter, x++)
//{
//Debug.LogWarning(2.25f + (additionalHearts * x));
//instance.completeHearts[x].dropStart = instance.completeHearts[x].transform.position;
//instance.completeHearts[x].timer = (2.25f + (additionalHearts * x));
//instance.completeHearts[x].isWaiting = false;
//}
//instance.currentHearts.Clear();
}),
});
@ -946,6 +973,7 @@ namespace HeavenStudio.Games
//SoundByte.PlayOneShot("miss");
if (instance.hasMissed) return;
instance.hasShakenUp = false;
instance.isHolding = false;
instance.hasMissed = true;
instance.labGuyHead.DoScaledAnimationAsync("GuyIdleFace");
@ -1205,22 +1233,35 @@ namespace HeavenStudio.Games
catch { }
}
protected static bool IA_TouchDpadPress(out double dt)
{
return PlayerInput.GetSlide(out dt) && !instance.hasShakenUp;
}
protected static bool IA_TouchDpadRelease(out double dt)
{
return PlayerInput.GetSlide(out dt) && instance.hasShakenUp;
}
#region IA
const int IA_AltPress = IAMAXCAT;
public static PlayerInput.InputAction IA_FlickPress =
new("NtrLabFlickPress", new int[] { IAPressCat, IAFlickCat, IAPressCat },
IA_PadBasicPress, IA_TouchFlick, IA_BatonBasicPress);
IA_PadBasicPress, IA_TouchBasicPressing, IA_BatonBasicPress);
public static PlayerInput.InputAction IA_FlickRelease =
new("NtrLabFlickRelease", new int[] { IAReleaseCat, IAFlickCat, IAReleaseCat },
IA_PadBasicRelease, IA_TouchFlick, IA_BatonBasicRelease);
public static PlayerInput.InputAction IA_DPadRelease =
new("NtrLabDPadRelease", new int[] { IAReleaseCat, IAFlickCat, IAReleaseCat },
IA_PadAnyUp, IA_TouchFlick, IA_BatonBasicRelease);
IA_PadAnyUp, IA_TouchDpadRelease, IA_BatonBasicRelease);
public static PlayerInput.InputAction IA_DPadPressing =
new("NtrLabDPadRelease", new int[] { IAReleaseCat, IAFlickCat, IAReleaseCat },
IA_PadAnyPressingDown, IA_TouchBasicPressing, IA_BatonBasicPressing);
new("NtrLabDPadPress", new int[] { IAReleaseCat, IAFlickCat, IAReleaseCat },
IA_PadAnyPressingDown, IA_TouchDpadPress, IA_BatonBasicPressing);
protected static bool IA_TouchNrmPress(out double dt)
{
@ -1408,6 +1449,8 @@ namespace HeavenStudio.Games
var cond = Conductor.instance;
var songPos = cond.songPositionInBeatsAsDouble;
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 5f);
if (!cond.isPlaying)
{
preChecks(songPos);
@ -1419,10 +1462,10 @@ namespace HeavenStudio.Games
{
foreach (QueuedFlask flask in queuedFlask)
{
switch (flask.type)
{
}
//switch (flask.type)
//{
//
//}
}
queuedFlask.Clear();
}
@ -1440,24 +1483,44 @@ namespace HeavenStudio.Games
{
Debug.LogWarning("whiff");
labGirlArm.DoScaledAnimationAsync("WhiffGrab");
isHolding = true;
}
else if (PlayerInput.GetIsAction(InputAction_BasicRelease) && !IsExpectingInputNow(InputAction_BasicRelease))
{
labGirlArm.DoScaledAnimationAsync("ArmIdle");
instance.hasShakenUp = false;
isHolding = false;
}
#endregion
#region whiff up and down
if (PlayerInput.GetIsAction(IA_DPadPressing) && PlayerInput.GetIsAction(InputAction_BasicPressing) && (!IsExpectingInputNow(IA_DPadPressing) && !IsExpectingInputNow(IA_DPadRelease)))
{
onWhiffUp();
onWhiffUp();
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
instance.hasShakenUp = true;
}
}
else if (PlayerInput.GetIsAction(IA_DPadRelease) && PlayerInput.GetIsAction(InputAction_BasicPressing) && (!IsExpectingInputNow(IA_DPadRelease) && !IsExpectingInputNow(IA_DPadPressing)))
{
onWhiffDown();
onWhiffDown();
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
instance.hasShakenUp = false;
}
}
#endregion
@ -1577,11 +1640,13 @@ namespace HeavenStudio.Games
#region Lab Girl Actions
public void onWhiffUp()
{
if (hasShakenUp && PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch) return;
labGirlArm.DoScaledAnimationAsync("WhiffUp", 0.75f);
}
public void onWhiffDown()
{
if (!hasShakenUp && PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch) return;
labGirlArm.DoScaledAnimationAsync("WhiffDown", 0.75f);
}

View file

@ -38,14 +38,18 @@ namespace HeavenStudio.Games.Scripts_LoveLab
double endTime;
public int heartCount;
public bool hasChecked;
float playBackSpeed;
public float playBackSpeed;
public double intervalSpeed;
public float _step;
public bool tweenComplete;
Tween movePos;
public bool onlyOne = true;
public Transform end;
public Vector3 end;
public double timer;
public bool isWaiting = true;
SpriteRenderer heartRenderer;
public Vector3 dropStart;
public double currentBeat;
//y = 0 (endpoint)
@ -62,7 +66,8 @@ namespace HeavenStudio.Games.Scripts_LoveLab
}
private void Awake()
{
{if (whatHeartType != heartType.completeHeart)
{
if(heartCount == 0)
{
transform.position = new Vector2(transform.position.x, transform.position.y + 2f);
@ -71,21 +76,33 @@ namespace HeavenStudio.Games.Scripts_LoveLab
{
transform.position = new Vector2(transform.position.x, transform.position.y + 4f);
}
}
playBackSpeed = Timeline.instance.PlaybackSpeed.value;
addPos = 2.5f; //3f
heartRenderer = this.GetComponent<SpriteRenderer>();
//dropStart = new Vector3 (transform.position.x, origPos.y+(addPos), transform.position.z);
}
void Start()
{
DOTween.SetTweensCapacity(2000, 100);
game = LoveLab.instance;
cond = Conductor.instance;
timeLine = Timeline.instance;
origPos = transform.position;
//Debug.LogWarning(testContainer);
speedMultiplier = game.speedForHeartsMultiplier;
//end.position = new Vector2(-2.7f, -3f);
//test = (((float)intervalSpeed / cond.GetBpmAtBeat(heartBeat)) * playBackSpeed);
//var currentBeat = cond.songPositionInBeatsAsDouble;
//if (whatHeartType == heartType.completeHeart)
//{
// tempDestroy(currentBeat+1.25f); //temporary until I can get the drop to work -- Wook
//}
if(heartCount == 0)
{
_step = 1;
@ -101,21 +118,27 @@ namespace HeavenStudio.Games.Scripts_LoveLab
//{
// addPos = 1.5f;
//}
DOTween.timeScale = playBackSpeed;
//DOTween.timeScale = playBackSpeed;
var a = (float)(length * cond.secPerBeat) / playBackSpeed;
Debug.LogWarning("Length: " + length);
Debug.LogWarning("Sec per beat: " + cond.secPerBeat);
Debug.LogWarning("Playback: " + playBackSpeed);
debugSmth<float>(ref a);
//Debug.LogWarning("Length: " + length);
//Debug.LogWarning("Sec per beat: " + cond.secPerBeat);
//Debug.LogWarning("Playback: " + playBackSpeed);
//debugSmth<float>(ref a);
endValue = transform.position.y + addPos;
upTween = transform.DOMoveY(endValue, (float)((length * cond.secPerBeat) / playBackSpeed)).SetEase(Ease.OutBack).OnComplete(restartTween);
upTween = transform.DOMoveY(endValue, (float)((length * cond.secPerBeat) / playBackSpeed)).SetEase(Ease.OutBack);
//.OnComplete(restartTween);
//s
}
public void debugSmth<T>(ref T idk)
{
Debug.LogWarning(idk);
//Debug.LogWarning(idk);
}
public void startDrop()
{
}
public void updateBeat()
@ -128,17 +151,15 @@ namespace HeavenStudio.Games.Scripts_LoveLab
transform.position = new Vector3(transform.position.x, transform.position.y + .1f * playBackSpeed);
}
public void restartTween()
{
upTween.ChangeEndValue(endValue);
upTween.Restart();
}
public Tweener upTween;
public float endValue;
void FixedUpdate()
{
currentBeat = cond.songPositionInBeatsAsDouble;
if(!stop && whatHeartType != heartType.completeHeart)
{
//DOTween.timeScale = .7f * playBackSpeed;
@ -150,31 +171,92 @@ namespace HeavenStudio.Games.Scripts_LoveLab
//transform.DOMoveY(origPos.y + (addPos), (float)((intervalSpeed / cond.GetBpmAtBeat(heartBeat)) * 60)).SetEase(Ease.OutBack);
//transform.DOMoveY(origPos.y + (addPos), (float)((intervalSpeed * cond.secPerBeat / cond.GetBpmAtBeat(heartBeat)) * 60) * playBackSpeed).SetEase(Ease.OutBack);
//transform.DOMoveY(origPos.y + (addPos), (float)((intervalSpeed * cond.secPerBeat / cond.GetBpmAtBeat(heartBeat)) * 60) * playBackSpeed).SetEase(Ease.OutBack);
// goUp((float)((intervalSpeed * cond.secPerBeat / cond.GetBpmAtBeat(heartBeat)) * 60) * playBackSpeed);
//goUp((float)((length * cond.secPerBeat)) / playBackSpeed);
upTween.ChangeEndValue(endValue);
var t = ((float)cond.secPerBeat * length) * (transform.position.y - origPos.y) / ((origPos.y + addPos) - origPos.y);
upTween.Goto((float)t, true);
goUp((float)((intervalSpeed * cond.secPerBeat / cond.GetBpmAtBeat(heartBeat)) * 60) * playBackSpeed);
//goUp((float)((length*cond.secPerBeat))/playBackSpeed);
//DOTween.timeScale = playBackSpeed;
//DOTween.timeScale = cond.pitchedSecPerBeat;
//float normalizedBeat = Conductor.instance.GetPositionFromBeat(heartBeat, length);
//if (normalizedBeat <= 1) goUp((float)(((length * cond.secPerBeat)) / playBackSpeed));
//upTween.ChangeEndValue(new Vector3(transform.position.x, endValue, transform.position.z));
//var t = ((float)cond.secPerBeat * length) * (transform.position.y - origPos.y) / addPos;
//upTween.Goto((float)t, true);
}
else if(whatHeartType == heartType.completeHeart)
else if (!isWaiting)
{
transform.DOMoveY(-1f, (float)(cond.secPerBeat / intervalSpeed) * playBackSpeed).SetEase(Ease.InBack);
float normalizedBeat = Conductor.instance.GetPositionFromBeat(heartBeat, ((timer/2)*playBackSpeed));
float newPosY = EasingFunction.EaseInQuad(dropStart.y, end.y, normalizedBeat);
if (normalizedBeat<=1) transform.position = new Vector2(dropStart.x, newPosY);
else Destroy(this.gameObject);
//else destroyWhenDone();
//if (normalizedBeat >= 1) {destroyWhenDone();}
//transform.position = Vector2.Lerp(dropStart, end.position, newPosY);
//transform.position = new Vector2(transform.position.x, newPosY);
//if (isWaiting)
//{
//transform.DOMoveY(transform.position.y, (float)(cond.secPerBeat / intervalSpeed) * playBackSpeed).SetEase(Ease.InBack);
//}
//else if (!isWaiting)
//{
//DOTween.timeScale = cond.songPositionInBeats;
//HandleHeartDrop( (float)timer);
//}
//transform.DOMoveY(transform.position.y, (float)(cond.secPerBeat / intervalSpeed) * playBackSpeed).SetEase(Ease.InBack);
//goDown();
}
//else {transform.position = new Vector2(dropStart.x, dropStart.y);}
//transform.position = Vector3.Lerp(origPos, new Vector3(origPos.x, origPos.y + addPos), Mathf.SmoothStep(0, 1, testContainer));
}
public void goUp(float timer)
{
transform.DOMoveY(origPos.y + (addPos), timer).SetEase(Ease.OutBack);
//float newPosY = EasingFunction.EaseInQuad(origPos.y, (origPos.y+(addPos)), timer);
//transform.position = new Vector2(transform.position.x, newPosY);
}
public void goDown()
{
Debug.LogWarning("go down");
//DOTween.timeScale = cond.pitchedSecPerBeat;
//transform.DOLocalMoveY(end.position.y, (float)timer).From(true).SetEase(Ease.InBack);
//Debug.LogWarning("go down");
//DOTween.timeScale = playBackSpeed;
//DOTween.timeScale = cond.secPerBeat * playBackSpeed;
transform.DOMoveY(end.position.y, 2.25f).SetEase(Ease.OutBack);
// sorting layer = 1020
//double fallingTimeScale = cond.secPerBeat * playBackSpeed;
//transform.DOMoveY(end.position.y, 2.25f).SetEase(Ease.InBack);
//sorting layer = 1020
}
public void HandleHeartDrop(float fallDuration, double currentBeat)
{
//float dropTimeScale = length * cond.pitchedSecPerBeat;
//float newYValue = Mathf.Lerp(dropStart.y, end.position.y, dropTimeScale);
//transform.position = new Vector3 (transform.position.x, newYValue, transform.position.z);
//heartRenderer.sortingOrder = 1020;
//float dropTimeScale = (length/cond.secPerBeat)/playBackSpeed;
//transform.DOMove (new Vector2 (transform.position.x, end.position.y), ((length*cond.pitchedSecPerBeat)), false).SetEase(Ease.InQuad);
//if (transform.position.y == end.position.y) destroyWhenDone();
//var currentBeat = cond.songPositionInBeatsAsDouble;
//float currentBeatPosition = ((float)currentBeat*fallDuration);
////float newPosY = EasingFunction.EaseInSine(dropStart.y, end.position.y, currentBeatPosition);
//transform.position = new Vector2(transform.position.x, newPosY);
}
@ -183,6 +265,15 @@ namespace HeavenStudio.Games.Scripts_LoveLab
Destroy(this.gameObject);
}
public void tempDestroy(double startBeat)
{
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat + 1f, delegate
{Destroy(this.gameObject);}),});
}
public async void deadHeart()
{
//just instantiate this shit idk

View file

@ -383,6 +383,16 @@ namespace HeavenStudio
Debug.LogWarning("Game loader NtrBackbeatLoader failed!");
}
game = NtrLabLoader.AddGame(eventCaller);
if (game != null)
{
eventCaller.minigames.Add(game.name, game);
}
else
{
Debug.LogWarning("Game loader NtrLabLoader failed!");
}
game = CtrLumBEARjackLoader.AddGame(eventCaller);
if (game != null)
{

View file

@ -396,5 +396,9 @@ MonoBehaviour:
- Assets/Scripts/Games/Fireworks/Fireworks.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentHue/Editor/ColorAdjustmentHueEditor.cs
- Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs
- Assets/Scripts/Games/LoveLab/LoveLabHearts.cs
- Assets/Scripts/Games/LoveLab/LoveLab.cs
- Assets/Scripts/Games/LoveLab/LoveLabFlask.cs
- Assets/Scripts/Games/LoveLab/LoveLabHeartMisc.cs
PathsToSkipImportEvent: []
PathsToIgnoreOverwriteSettingOnAttribute: []