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Merge pull request #47 from minenice55/set-mii
Drumming Practice: ability to set each Mii Character separately
This commit is contained in:
commit
5cb45ac82e
4 changed files with 42 additions and 13 deletions
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@ -21,6 +21,8 @@ namespace RhythmHeavenMania
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{
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{
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public float beat;
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public float beat;
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public int track;
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public int track;
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// consideration: use arrays instead of hardcoding fixed parameter names
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float length;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float length;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valA;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valA;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valB;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valB;
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@ -28,6 +30,7 @@ namespace RhythmHeavenMania
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public bool toggle;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public bool toggle;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type2;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type2;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type3;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public EasingFunction.Ease ease;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public EasingFunction.Ease ease;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorA;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorA;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorB;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorB;
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@ -23,6 +23,9 @@ namespace RhythmHeavenMania.Games.DrummingPractice
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private bool hitting = false;
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private bool hitting = false;
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// in the future: use the MiiStudio API to render any mii from a nintendo account / MNMS / Mii Studio code?
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// figure out how to call the API from unity?
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// used expressions: "normal", "smile", "sorrow"
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[System.Serializable]
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[System.Serializable]
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public class MiiFace
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public class MiiFace
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{
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{
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@ -12,6 +12,7 @@ namespace RhythmHeavenMania.Games.DrummingPractice
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{
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{
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public enum MiiType
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public enum MiiType
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{
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{
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Random = -1,
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GuestA,
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GuestA,
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GuestB,
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GuestB,
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GuestC,
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GuestC,
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@ -43,7 +44,7 @@ namespace RhythmHeavenMania.Games.DrummingPractice
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// TODO: Move this to OnGameSwitch() when functional?
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// TODO: Move this to OnGameSwitch() when functional?
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private void Start()
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private void Start()
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{
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{
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SetMiis(UnityEngine.Random.Range(0, player.miiFaces.Count));
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SetMiis();
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}
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}
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private void Update()
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private void Update()
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@ -96,28 +97,48 @@ namespace RhythmHeavenMania.Games.DrummingPractice
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rightDrummer.SetFace(type);
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rightDrummer.SetFace(type);
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}
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}
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public void SetMiis(int playerFace, bool all = false)
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public void SetMiis(int playerFace = (int) MiiType.Random, int leftFace = (int) MiiType.Random, int rightFace = (int) MiiType.Random, bool all = false)
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{
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{
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if (playerFace == (int) MiiType.Random)
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{
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do
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{
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player.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
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}
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while (player.mii == leftFace || player.mii == rightFace);
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}
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else
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player.mii = playerFace;
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player.mii = playerFace;
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if (all)
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if (all && playerFace != -1)
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{
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{
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leftDrummer.mii = playerFace;
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leftDrummer.mii = playerFace;
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rightDrummer.mii = playerFace;
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rightDrummer.mii = playerFace;
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}
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}
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else
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else
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{
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if (leftFace == (int) MiiType.Random)
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{
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{
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do
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do
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{
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{
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leftDrummer.mii = UnityEngine.Random.Range(0, leftDrummer.miiFaces.Count);
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leftDrummer.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
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}
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}
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while (leftDrummer.mii == player.mii);
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while (leftDrummer.mii == player.mii);
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}
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else
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leftDrummer.mii = leftFace;
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if (rightFace == (int) MiiType.Random)
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{
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do
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do
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{
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{
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rightDrummer.mii = UnityEngine.Random.Range(0, rightDrummer.miiFaces.Count);
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rightDrummer.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
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}
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}
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while (rightDrummer.mii == leftDrummer.mii || rightDrummer.mii == player.mii);
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while (rightDrummer.mii == leftDrummer.mii || rightDrummer.mii == player.mii);
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}
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}
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else
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rightDrummer.mii = rightFace;
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}
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SetFaces(0);
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SetFaces(0);
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}
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}
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@ -413,10 +413,12 @@ namespace RhythmHeavenMania
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{
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{
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new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
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new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
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}),
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}),
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new GameAction("set mii", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e.type, e.toggle); }, 0.5f, parameters: new List<Param>()
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new GameAction("set mii", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e.type, e.type2, e.type3, e.toggle); }, 0.5f, parameters: new List<Param>()
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{
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{
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new Param("type", DrummingPractice.MiiType.GuestA, "Mii", "The Mii that the player will control"),
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new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "The Mii that the player will control"),
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new Param("toggle", false, "Set All", "Whether all Miis should be set")
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new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "The Mii on the left"),
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new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "The Mii on the right"),
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new Param("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii")
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}),
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}),
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}),
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}),
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