From 4d60fa34fe1e82a0ee815ce426b3fb9d27a99eb6 Mon Sep 17 00:00:00 2001 From: wookywok <62037083+wookywok@users.noreply.github.com> Date: Wed, 12 Jun 2024 09:38:28 -0500 Subject: [PATCH] NEW GAME - Nip in the Bud! 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externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/DoodleShader/GPU-Doodle/DoodleShader.shader b/Assets/DoodleShader/GPU-Doodle/DoodleShader.shader new file mode 100644 index 00000000..4d737330 --- /dev/null +++ b/Assets/DoodleShader/GPU-Doodle/DoodleShader.shader @@ -0,0 +1,71 @@ +Shader "GpuDoodle"{ + Properties{ + _Color("Tint", Color) = (0, 0, 0, 1) + _MainTex("Texture", 2D) = "white" {} + + // Add properties + _DoodleMaxOffset("Doodle Max Offset", vector) = (0.005, 0.005, 0, 0) + _DoodleFrameTime("Doodle Frame Time", Float) = 0.2 + _DoodleFrameCount("Doodle Frame Count", Int) = 24 + _DoodleNoiseScale("Doodle Noise Scale", vector) = (35, 35, 1, 1) + } + + SubShader{ + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent"} + + Blend SrcAlpha OneMinusSrcAlpha + ZWrite off + + Pass{ + CGPROGRAM + + #include "UnityCG.cginc" + // Add helper file + #include "UtilsCG.cginc" + + #pragma vertex vert + #pragma fragment frag + + sampler2D _MainTex; + float4 _MainTex_ST; + + fixed4 _Color; + + struct appdata { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f { + float4 position : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + v2f vert(appdata v) { + v2f o; + o.position = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + return o; + } + + // Add identifiers + float2 _DoodleMaxOffset; // - How far the UV can be distorted + float _DoodleFrameTime; // - How long does a frame last + int _DoodleFrameCount; // - How many frames per animation + float2 _DoodleNoiseScale; // - How noisy should the effect be + + fixed4 frag(v2f i) : SV_TARGET{ + + // Add doodle code + float2 offset = 0.0; + offset = DoodleTextureOffset(i.uv, _DoodleMaxOffset, _Time.y, _DoodleFrameTime, _DoodleFrameCount,_DoodleNoiseScale); + + fixed4 col = tex2D(_MainTex, i.uv + offset); + col *= _Color; + return col; + } + + ENDCG + } + } +} \ No newline at end of file diff --git a/Assets/DoodleShader/GPU-Doodle/DoodleShader.shader.meta b/Assets/DoodleShader/GPU-Doodle/DoodleShader.shader.meta new file mode 100644 index 00000000..fda2a5c6 --- /dev/null +++ b/Assets/DoodleShader/GPU-Doodle/DoodleShader.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 153cde640f100d547bd9c14c9a990f2c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/DoodleShader/GPU-Doodle/DoodleText.cs b/Assets/DoodleShader/GPU-Doodle/DoodleText.cs new file mode 100644 index 00000000..16f39033 --- /dev/null +++ b/Assets/DoodleShader/GPU-Doodle/DoodleText.cs @@ -0,0 +1,31 @@ +using UnityEngine; + +public class DoodleText : MonoBehaviour +{ + public Material mat; // - Target material + + public Vector4 DoodleMaxOffset; // - How far the UV can be distorted + public float DoodleFrameTime; // - How long does a frame last + public int DoodleFrameCount; // - How many frames per animation + public Vector4 DoodleNoiseScale; // - How noisy should the effect be + + public bool DoodleOn; // - Toggle doodle effect + + void Update() + { + SetAll(); + } + + public void SetAll() + { + mat.SetVector("_DoodleMaxOffset", DoodleMaxOffset); + mat.SetFloat("_DoodleFrameTime", DoodleFrameTime); + mat.SetInt("_DoodleFrameCount", DoodleFrameCount); + mat.SetVector("_DoodleNoiseScale", DoodleNoiseScale); + + if (DoodleOn) + Shader.EnableKeyword("DOODLE_ON"); + else + Shader.DisableKeyword("DOODLE_ON"); + } +} diff --git a/Assets/DoodleShader/GPU-Doodle/DoodleText.cs.meta b/Assets/DoodleShader/GPU-Doodle/DoodleText.cs.meta new file mode 100644 index 00000000..c26dd0c7 --- /dev/null +++ b/Assets/DoodleShader/GPU-Doodle/DoodleText.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4979f950b2ccf4f47935b4f49fd39b76 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + 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y: 0} + - _MainTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MetallicGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _OcclusionMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _SpecGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Floats: + - _AlphaClip: 0 + - _Blend: 0 + - _BumpScale: 1 + - _Cull: 2 + - _Cutoff: 0.5 + - _DstBlend: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _Metallic: 0 + - _OcclusionStrength: 1 + - _ReceiveShadows: 1 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _Surface: 0 + - _WorkflowMode: 1 + - _ZWrite: 1 + m_Colors: + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} diff --git a/Assets/DoodleShader/GPU-Doodle/Transparent.mat.meta b/Assets/DoodleShader/GPU-Doodle/Transparent.mat.meta new file mode 100644 index 00000000..e477fbc9 --- /dev/null +++ b/Assets/DoodleShader/GPU-Doodle/Transparent.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 61b4e505358d7a14f80abbc0bfcf3e23 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/DoodleShader/GPU-Doodle/Transparent.shader b/Assets/DoodleShader/GPU-Doodle/Transparent.shader new file mode 100644 index 00000000..c643a72d --- /dev/null +++ b/Assets/DoodleShader/GPU-Doodle/Transparent.shader @@ -0,0 +1,52 @@ +Shader "Transparency"{ + Properties{ + _Color("Tint", Color) = (0, 0, 0, 1) + _MainTex("Texture", 2D) = "white" {} + } + + SubShader{ + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent"} + + Blend SrcAlpha OneMinusSrcAlpha // traditional transparency + ZWrite off + + Pass{ + CGPROGRAM + + #include "UnityCG.cginc" + + #pragma vertex vert + #pragma fragment frag + + sampler2D _MainTex; + float4 _MainTex_ST; + + fixed4 _Color; + + struct appdata { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f { + float4 position : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + v2f vert(appdata v) { + v2f o; + o.position = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + return o; + } + + fixed4 frag(v2f i) : SV_TARGET{ + fixed4 col = tex2D(_MainTex, i.uv); + col *= _Color; + return col; + } + + ENDCG + } +} +} \ No newline at end of file diff --git a/Assets/DoodleShader/GPU-Doodle/Transparent.shader.meta b/Assets/DoodleShader/GPU-Doodle/Transparent.shader.meta new file mode 100644 index 00000000..a83120fe --- /dev/null +++ b/Assets/DoodleShader/GPU-Doodle/Transparent.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 29844dba9865cd6448d877910d57cc1f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/DoodleShader/GPU-Doodle/UtilsCG.cginc b/Assets/DoodleShader/GPU-Doodle/UtilsCG.cginc new file mode 100644 index 00000000..8e39c033 --- /dev/null +++ b/Assets/DoodleShader/GPU-Doodle/UtilsCG.cginc @@ -0,0 +1,29 @@ +float random(float2 seed) +{ + return frac(sin(dot(seed.xy, float2(12.9898, 78.233))) * 43758.5453123); +} + +float noise(float2 seed) +{ + float2 i = floor(seed); + float2 f = frac(seed); + + float a = random(i); + float b = random(i + float2(1.0f, 0.0f)); + float c = random(i + float2(0.0f, 1.0f)); + float d = random(i + float2(1.0f, 1.0f)); + + float2 u = f* f * (3.0f - 2.0f * f); + + return lerp(a, b, u.x) + (c - a) * u.y * (1.0f - u.x) + (d - b) * u.x * u.y; +} + +float2 DoodleTextureOffset(float2 textureCoords, float2 maxOffset, float time, float frameTime, int frameCount, float2 noiseScale) +{ + float timeValue = (floor(time / frameTime) % frameCount) + 1; + float2 offset = 0; + float2 coordsPlusTime = (textureCoords + timeValue); + offset.x = (noise(coordsPlusTime * noiseScale.x) * 2.0 - 1.0) * maxOffset.x; + offset.y = (noise(coordsPlusTime * noiseScale.y) * 2.0 - 1.0) * maxOffset.y; + return offset; +} diff --git a/Assets/DoodleShader/GPU-Doodle/UtilsCG.cginc.meta b/Assets/DoodleShader/GPU-Doodle/UtilsCG.cginc.meta new file mode 100644 index 00000000..889be739 --- /dev/null +++ b/Assets/DoodleShader/GPU-Doodle/UtilsCG.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e19bcf0e41c109d41933fab804ef13d8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/DoodleShader/Images.meta b/Assets/DoodleShader/Images.meta new file mode 100644 index 00000000..b07f4543 --- /dev/null +++ b/Assets/DoodleShader/Images.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7cc2e9d0dd632af41b7532a7d0bbc652 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git 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+ sections: + - heading: Lightweight Render Pipeline + text: 'The Lightweight Scriptable Render Pipeline is currently still in development. + At this stage we are seeking feedback on the feature, but it should be considered + incomplete and subject to changes (API, UX, scope). As such, it is not covered + by regular Unity support. Please direct any questions to the:' + linkText: Preview Forum + url: 'https://forum.unity.com/categories/betas-experimental-features.86/' + - heading: + text: 'This template is a good starting point for developers focused on performance + and projects that use a primarily baked lighting solution. This template utilizes + the Lightweight Scriptable Render Pipeline, which is a single-pass forward renderer. + Using the Lightweight pipeline will decrease the draw call count on your project + making it an ideal solution for lower-end hardware. ' + linkText: + url: + - heading: + text: 'To read more about the Lightweight Render Pipeline check out the Scriptable + Render Pipeline wiki here: ' + linkText: Scriptable Render Pipeline + url: https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki + - heading: + text: 'This project also includes the new shader graph tool. This tool allows + users to create shaders using a visual node editor instead of writing code. + Read more about the shader graph here: ' + linkText: Shader Graph + url: https://github.com/Unity-Technologies/ShaderGraph/wiki + - heading: + text: 'This project also includes the new Post-Processing stack, several presets + to jump start development, and example content. To learn more about Post-Processing + please refer to the wiki page located here:' + linkText: Post-Processing + url: https://github.com/Unity-Technologies/PostProcessing/wiki + loadedLayout: 1 diff --git a/Assets/Readme.asset.meta b/Assets/Readme.asset.meta new file mode 100644 index 00000000..0f2df39e --- /dev/null +++ b/Assets/Readme.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 83c2ed844a8c74b779a4c823d16594b1 +timeCreated: 1484217493 +licenseType: Store +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Credits.txt b/Assets/Resources/Credits.txt index b0a33255..c0368936 100644 --- a/Assets/Resources/Credits.txt +++ b/Assets/Resources/Credits.txt @@ -99,6 +99,7 @@ -unity-gui-windows -Unity-UI-Rounded-Corners -Unity-SpriteAssist +-Alston Chan - GPU Doodle Shader -Adobe Photoshop 2022 -GIMP diff --git a/Assets/Resources/Fonts/LiberationSans SDF.asset b/Assets/Resources/Fonts/LiberationSans SDF.asset index 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zpWw(j{1>_UN56yn^Ng0r5oZ6b+ds)=CH@}mkK{znC=zCHKB94Q{XGr1UvUrTw12_< zjJ7`u7cI{l?uQfY{(nVVTKaFn{zwfFG@Jbxr<==vC4yznztCh|ee4APIH#gjcm4mK zQ-;6%`};|*rqv~I1O84#T{+tOElDW@+Pi?#Iw_tyy_G!!2 z_@`>N|E1dN=6|96R88QIs!3Wg#{8aIR>yC_{zxs{%3$i}@}c`*iQw4(FEk@NS66qx zKXQwpNdo*n5tKgs9_^3hSdzUXf9m#g3HfItfIt2V?x${lPSW?bHT}QW?P%e*V1J~R z2_q}}N$tO*t!?c$Xn)R86%cvj?{|cvo!^4}k(##Ez*)?1r_}xEUuc^5tq=}&f1J`M zcj*zopHj6SzeoEcx%Zvp>WjEEkHRfzO#eyuUuzo`KHmS@;MJ@G?Cx9q_00Q6ep3zl zt$%CB{P+6t*Q*x6{}b@H6#p(9xLHKzG;vBP;2On05b18<0sMZ}AZ}LoUA$mAE_U8F zj(Q%ytEDDpg5{Ki003EByY&x{df+9%{~Z5kCG)?{|1LP@u6#x>T?PPB$N>QE|Cs-h zNm}d@z{@+p)y@lMB6Huy(aGD+#@pw 1f) { + + transform.Rotate(new Vector3 (0,180,0)); + bodySort = 50; + wingSort = 51; + isStarting = false; + isApproaching = true; + } + } + else if (isApproaching) + { + + float flyPosApproach = game.conductor.GetPositionFromBeat(approachBeat, 1f); + transform.position = approachCurve.GetPoint(flyPosApproach); + if (flyPosApproach > 1f) { + bodySort = 1000; + wingSort = 1001; + isApproaching = false; + isExiting = true; + } + + } + else if (isFleeing) + { + float flyPosFlee = game.conductor.GetPositionFromBeat(fleeBeat, 1f); + transform.position = fleeCurve.GetPoint(flyPosFlee); + if (flyPosFlee > 1f) + {Destroy(gameObject);} + } + else if (isExiting) + { + float flyPosExit = game.conductor.GetPositionFromBeat(exitBeat, 1f); + transform.position = exitCurve.GetPoint(flyPosExit); + if (flyPosExit > 1f) + {Destroy(gameObject);} + } + + + } + + public void Hit (PlayerActionEvent caller, float state) + { + game.StopPrepare(); + if (state >= 1f || state <= -1f) { + Leilani.DoScaledAnimationAsync("SnapMiss", 0.5f); + SoundByte.PlayOneShotGame("nipInTheBud/barely"); + isApproaching = false; + isFleeing = true; + fleeBeat = game.conductor.songPositionInBeatsAsDouble; + transform.Rotate(new Vector3 (0,180,0)); + + } + else { + Leilani.DoScaledAnimationAsync("Snap", 0.5f); + SoundByte.PlayOneShotGame("nipInTheBud/catch"); + Destroy(gameObject); + + } + + + } + + public void Miss (PlayerActionEvent caller) + { + if (!game.preparing) return; + Leilani.DoScaledAnimationAsync("Unprepare", 0.5f); + game.StopPrepare(); + + } +} +} \ No newline at end of file diff --git a/Assets/Scripts/Games/NipInTheBud/Mayfly.cs.meta b/Assets/Scripts/Games/NipInTheBud/Mayfly.cs.meta new file mode 100644 index 00000000..a8365825 --- /dev/null +++ b/Assets/Scripts/Games/NipInTheBud/Mayfly.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9f146698328285e4d8ea2364007efbc9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/NipInTheBud/Mosquito.cs b/Assets/Scripts/Games/NipInTheBud/Mosquito.cs new file mode 100644 index 00000000..97e76017 --- /dev/null +++ b/Assets/Scripts/Games/NipInTheBud/Mosquito.cs @@ -0,0 +1,126 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; +using HeavenStudio.InputSystem; +using NaughtyBezierCurves; + +namespace HeavenStudio.Games.Scripts_NipInTheBud +{ +public class Mosquito : MonoBehaviour +{ + + [SerializeField] NipInTheBud game; + + public double startBeat; + public double approachBeat; + public double fleeBeat; + + public bool isStarting; + public bool isApproaching; + public bool isFleeing; + + public BezierCurve3D startCurve; + public BezierCurve3D approachCurve; + public BezierCurve3D fleeCurve; + + public SpriteRenderer body; + public SpriteRenderer wingA; + public SpriteRenderer wingB; + + public int bodySort = 0; + public int wingSort = 1; + + [SerializeField] GameObject mosquitoStart; + + [Header("Animators")] + [SerializeField] Animator mosquitoAnim; + Animator Leilani; + // Start is called before the first frame update + private void Awake() + { + + + } + + void Start() + { + Leilani = game.Leilani; + isStarting = true; + game.ScheduleInput(startBeat, 2f, NipInTheBud.InputAction_FlickPress, Hit, Miss, null); + approachBeat = startBeat+1; + } + + + + // Update is called once per frame + void Update() + { + body.sortingOrder = bodySort; + wingA.sortingOrder = wingSort; + wingB.sortingOrder = wingSort; + + if (isStarting) + { + float flyPosStart = game.conductor.GetPositionFromBeat(startBeat, 1f); + transform.position = startCurve.GetPoint(flyPosStart); + if (flyPosStart > 1f) { + isStarting = false; + isApproaching = true; + } + } + else if (isApproaching) + { + + float flyPosApproach = game.conductor.GetPositionFromBeat(approachBeat, 1f); + transform.position = approachCurve.GetPoint(flyPosApproach); + if (flyPosApproach == 1f) { + bodySort = 1000; + wingSort = 1001; + } + if (flyPosApproach > 3f) {Destroy(gameObject);} + + } + else if (isFleeing) + { + float flyPosFlee = game.conductor.GetPositionFromBeat(fleeBeat, 1f); + transform.position = fleeCurve.GetPoint(flyPosFlee); + if (flyPosFlee > 1f) + {Destroy(gameObject);} + } + + + } + + public void Hit (PlayerActionEvent caller, float state) + { + game.StopPrepare(); + if (state >= 1f || state <= -1f) { + Leilani.DoScaledAnimationAsync("SnapMiss", 0.5f); + SoundByte.PlayOneShotGame("nipInTheBud/barely"); + isApproaching = false; + isFleeing = true; + fleeBeat = game.conductor.songPositionInBeatsAsDouble; + transform.Rotate(new Vector3 (0,180,0)); + + } + else { + Leilani.DoScaledAnimationAsync("Snap", 0.5f); + SoundByte.PlayOneShotGame("nipInTheBud/catch"); + Destroy(gameObject); + + } + + + } + + public void Miss (PlayerActionEvent caller) + { + if (!game.preparing) return; + Leilani.DoScaledAnimationAsync("Unprepare", 0.5f); + game.StopPrepare(); + + } +} +} diff --git a/Assets/Scripts/Games/NipInTheBud/Mosquito.cs.meta b/Assets/Scripts/Games/NipInTheBud/Mosquito.cs.meta new file mode 100644 index 00000000..49fbfc12 --- /dev/null +++ b/Assets/Scripts/Games/NipInTheBud/Mosquito.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 13aac20650c994c46a1a76ee099b0b20 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/NipInTheBud/NipInTheBud.cs b/Assets/Scripts/Games/NipInTheBud/NipInTheBud.cs new file mode 100644 index 00000000..d4ae0d98 --- /dev/null +++ b/Assets/Scripts/Games/NipInTheBud/NipInTheBud.cs @@ -0,0 +1,236 @@ +using System; +using System.Linq; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; +using HeavenStudio.InputSystem; +using NaughtyBezierCurves; + +using Jukebox; + +namespace HeavenStudio.Games.Loaders +{ + using static Minigames; + /// Minigame loaders handle the setup of your minigame. + /// Here, you designate the game prefab, define entities, and mark what AssetBundle to load + + /// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where: + /// `Platformcode` is a three-leter platform code with the minigame's origin + /// `Name` is a short internal name + /// `Loader` is the string "Loader" + + /// Platform codes are as follows: + /// Agb: Gameboy Advance ("Advance Gameboy") + /// Ntr: Nintendo DS ("Nitro") + /// Rvl: Nintendo Wii ("Revolution") + /// Ctr: Nintendo 3DS ("Centrair") + /// Mob: Mobile + /// Pco: PC / Other + + /// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information + /// For help, feel free to reach out to us on our discord, in the #development channel. + public static class PcoVenusLoader + { + public static Minigame AddGame(EventCaller eventCaller) + { + return new Minigame("nipInTheBud", "Nip In the Bud", "ffffff", false, false, new List() + { + new GameAction("bop", "Bop") + { + function = delegate {NipInTheBud.instance.BopToggle(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["auto"], eventCaller.currentEntity["toggle"]);}, + defaultLength = 1f, + resizable = true, + parameters = new List() + { + new Param("toggle", true, "Bop", "Toggle if Leilani should bop for the duration of this event."), + new Param("auto", false, "Autobop", "Toggle if Leilani should bop automatically until another Bop event is reached."), + } + }, + new GameAction("prepare", "Prepare") + { + function = delegate { + if (eventCaller.gameManager.minigameObj.TryGetComponent(out NipInTheBud instance)) { + instance.DoPrepare(); + } + }, + defaultLength = 0.5f, + }, + new GameAction("spawnMosquito", "Mosquito") + { + function = delegate {NipInTheBud.instance.QueueMosquito(eventCaller.currentEntity.beat);}, + defaultLength = 3f, + resizable = false, + }, + new GameAction("spawnMayfly", "Mayfly") + { + function = delegate {NipInTheBud.instance.QueueMayfly(eventCaller.currentEntity.beat);}, + defaultLength = 5f, + resizable = false, + } + }, + + new List() {"pco", "normal"} + //"pcovenus", "en", + ); + + } + } +} + +namespace HeavenStudio.Games +{ + using Scripts_NipInTheBud; + using Jukebox; + /// This class handles the minigame logic. + /// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override. + public class NipInTheBud : Minigame + { + public static NipInTheBud instance; + + bool goBop; + public bool noBop = false; + public bool queuePrepare; + public bool preparing; + + [Header("Animators")] + public Animator Leilani; + public Animator Bubble; + + [Header("Objects")] + [SerializeField] Mosquito Mosquito; + [SerializeField] Mayfly Mayfly; + [SerializeField] GameObject mosquitoStart; + [SerializeField] GameObject mayflyStart; + + + private void Awake() + { + instance = this; + SetupBopRegion("nipInTheBud", "bop", "auto"); + + } + + public override void OnBeatPulse(double beat) + { + if (BeatIsInBopRegion(beat)) + { + Bop(); + } + + } + + public void Update() + { + if (queuePrepare && !preparing && (Leilani.IsAnimationNotPlaying() || Leilani.IsPlayingAnimationNames("Bop"))) + { + Leilani.DoScaledAnimationAsync("Prepare", 0.5f); + preparing = true; + queuePrepare = false; + } + if (PlayerInput.GetIsAction(InputAction_BasicPress) && !GameManager.instance.autoplay && PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch) + { + // queuePrepare = true; + Leilani.DoScaledAnimationAsync("Prepare", 0.5f); + preparing = true; + } + if (PlayerInput.GetIsAction(InputAction_BasicRelease) && (!IsExpectingInputNow(InputAction_BasicRelease)) && (!GameManager.instance.autoplay) && PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch) + { + StopPrepare(); + Leilani.DoScaledAnimationAsync("Unprepare", 0.5f); + } + if (PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress)) + { + Leilani.DoScaledAnimationAsync("Snap", 0.5f); + SoundByte.PlayOneShotGame("nipInTheBud/whiff"); + } + } + + public void DoPrepare() + { + if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && PlayerInput.PlayerHasControl()) return; + Leilani.DoScaledAnimationAsync("Prepare", 0.5f); + preparing = true; + } + + public void StopPrepare() + { + preparing = false; + queuePrepare = false; + } + + public void BopToggle(double beat, float length, bool toggle, bool autoBop) + { + + if (toggle) + { + List bops = new List(); + for (int i = 0; i < length; i++) + { + bops.Add(new BeatAction.Action(beat + i, delegate { Bop(); })); + } + BeatAction.New(instance, bops); + } + } + + public void Bop() + { + if (!noBop && !preparing && !queuePrepare && (Leilani.IsAnimationNotPlaying() || Leilani.IsPlayingAnimationNames("Idle"))) Leilani.DoScaledAnimationAsync("Bop", 0.5f, 0); + } + + public void QueueMosquito (double beat) + { + SummonMosquito(beat); + BeatAction.New(this, new() { + new(beat+1, () => queuePrepare = PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay) + }); + } + + public void SummonMosquito(double beat) + { + MultiSound.Play(new MultiSound.Sound[] + { + new MultiSound.Sound("nipInTheBud/mosquito1", beat), + new MultiSound.Sound("nipInTheBud/mosquito2", beat+1f) + }); + Mosquito newMosquito = Instantiate(Mosquito, mosquitoStart.transform); + newMosquito.startBeat = beat; + newMosquito.gameObject.SetActive(true); + } + + public void QueueMayfly (double beat) + { + SummonMayfly(beat+2); + + MultiSound.Play(new MultiSound.Sound[] + { + + new MultiSound.Sound("nipInTheBud/blink1", beat), + new MultiSound.Sound("nipInTheBud/blink2", beat+1f) + }); + BeatAction.New(this, new() { + new(beat+3, () => queuePrepare = PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay) + }); + BeatAction.New(instance, new List(){ + new BeatAction.Action(beat, delegate {Bubble.DoScaledAnimationAsync("alert1", 0.5f);}), + new BeatAction.Action(beat+1, delegate {Bubble.DoScaledAnimationAsync("alert2", 0.5f);}), + new BeatAction.Action(beat+2, delegate {Bubble.DoScaledAnimationAsync ("disable", 0.5f);}) + }); + } + + public void SummonMayfly(double beat) + { + MultiSound.Play(new MultiSound.Sound[] + { + new MultiSound.Sound("nipInTheBud/mayfly1", beat), + new MultiSound.Sound("nipInTheBud/mayfly2", beat+1f) + }); + Mayfly newMayfly = Instantiate(Mayfly, mayflyStart.transform); + newMayfly.startBeat = beat; + newMayfly.gameObject.SetActive(true); + } + + + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/NipInTheBud/NipInTheBud.cs.meta b/Assets/Scripts/Games/NipInTheBud/NipInTheBud.cs.meta new file mode 100644 index 00000000..4779f576 --- /dev/null +++ b/Assets/Scripts/Games/NipInTheBud/NipInTheBud.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8ddcd54c439365d449008325fba183f8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs index d3d4a585..f6dabdde 100644 --- a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs +++ b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs @@ -503,6 +503,16 @@ namespace HeavenStudio Debug.LogWarning("Game loader AgbNightWalkLoader failed!"); } + game = PcoVenusLoader.AddGame(eventCaller); + if (game != null) + { + eventCaller.minigames.Add(game.name, game); + } + else + { + Debug.LogWarning("Game loader PcoVenusLoader failed!"); + } + game = NtrOctopusMachineLoader.AddGame(eventCaller); if (game != null) {