Blue Bear Additions (#365)

* Set up blue bear for animations and fixed tap trial again

* eyes closed anims

* hi

* z axis awkward

* smile anim

* Anim stuff implemented

* bunch of animations

* oops

* all anims But the crumbs!

* All animations implemented

* Set emotion is not stretchable anymore

* Crumb animators added

* hd sprites 2

* Implemented more anims yahoo

* upscaled other sheet, anim stuff

* small fix

* more anims

* crumb anims

* Face crumbs implemented

* final anims

* oops

---------

Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
This commit is contained in:
ev 2023-03-26 23:10:38 -04:00 committed by GitHub
parent 77dbb42618
commit 64a9155947
62 changed files with 45943 additions and 240 deletions

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View file

@ -270,7 +270,7 @@ AnimatorController:
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m_DefaultBool: 0 m_DefaultBool: 0
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m_AnimatorLayers: m_AnimatorLayers:
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m_Name: Base Layer m_Name: Base Layer

View file

@ -23,6 +23,31 @@ namespace HeavenStudio.Games.Loaders
function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); }, function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); },
defaultLength = 4, defaultLength = 4,
}, },
new GameAction("setEmotion", "Set Emotion")
{
function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetEmotion(e.beat, e.length, e["type"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", BlueBear.EmotionType.ClosedEyes, "Type", "Which emotion should the blue bear use?")
}
},
new GameAction("wind", "Wind")
{
function = delegate { BlueBear.instance.Wind(); },
defaultLength = 0.5f
},
new GameAction("crumb", "Set Crumb Threshold")
{
function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetCrumbThreshold(e["right"], e["left"], e["reset"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("right", new EntityTypes.Integer(0, 500, 15), "Right Crumb", "How many treats should the bear eat before the right crumb can appear on his face?"),
new Param("left", new EntityTypes.Integer(0, 500, 30), "Left Crumb", "How many treats should the bear eat before the left crumb can appear on his face?"),
new Param("reset", false, "Reset Treats Eaten", "Should the numbers of treats eaten be reset?")
}
}
}); });
} }
} }
@ -33,13 +58,26 @@ namespace HeavenStudio.Games
using Scripts_BlueBear; using Scripts_BlueBear;
public class BlueBear : Minigame public class BlueBear : Minigame
{ {
public enum EmotionType
{
Neutral,
ClosedEyes,
LookUp,
Smile,
Sad,
InstaSad,
Sigh
}
[Header("Animators")] [Header("Animators")]
public Animator headAndBodyAnim; // Head and body public Animator headAndBodyAnim; // Head and body
public Animator bagsAnim; // Both bags sprite public Animator bagsAnim; // Both bags sprite
public Animator donutBagAnim; // Individual donut bag public Animator donutBagAnim; // Individual donut bag
public Animator cakeBagAnim; // Individual cake bag public Animator cakeBagAnim; // Individual cake bag
[SerializeField] Animator windAnim;
[Header("References")] [Header("References")]
[SerializeField] GameObject leftCrumb;
[SerializeField] GameObject rightCrumb;
public GameObject donutBase; public GameObject donutBase;
public GameObject cakeBase; public GameObject cakeBase;
public GameObject crumbsBase; public GameObject crumbsBase;
@ -47,6 +85,15 @@ namespace HeavenStudio.Games
public Transform crumbsHolder; public Transform crumbsHolder;
public GameObject individualBagHolder; public GameObject individualBagHolder;
[Header("Variables")]
static int rightCrumbAppearThreshold = 15;
static int leftCrumbAppearThreshold = 30;
static int eatenTreats = 0;
float emotionStartBeat;
float emotionLength;
string emotionAnimName;
bool crying;
[Header("Curves")] [Header("Curves")]
public BezierCurve3D donutCurve; public BezierCurve3D donutCurve;
public BezierCurve3D cakeCurve; public BezierCurve3D cakeCurve;
@ -59,9 +106,18 @@ namespace HeavenStudio.Games
public static BlueBear instance; public static BlueBear instance;
void OnDestroy()
{
if (Conductor.instance.isPlaying || Conductor.instance.isPaused) return;
rightCrumbAppearThreshold = 15;
leftCrumbAppearThreshold = 30;
eatenTreats = 0;
}
private void Awake() private void Awake()
{ {
instance = this; instance = this;
if (Conductor.instance.isPlaying || Conductor.instance.isPaused) EatTreat(true);
} }
private void Update() private void Update()
@ -70,11 +126,67 @@ namespace HeavenStudio.Games
if (PlayerInput.GetAnyDirectionDown() && !IsExpectingInputNow(InputType.DIRECTION_DOWN)) if (PlayerInput.GetAnyDirectionDown() && !IsExpectingInputNow(InputType.DIRECTION_DOWN))
{ {
headAndBodyAnim.Play("BiteL", 0, 0); Bite(true);
} }
else if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) else if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{ {
headAndBodyAnim.Play("BiteR", 0, 0); Bite(false);
}
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
float normalizedBeat = cond.GetPositionFromBeat(emotionStartBeat, emotionLength);
if (normalizedBeat >= 0 && normalizedBeat <= 1f)
{
//headAndBodyAnim.DoNormalizedAnimation(emotionAnimName, normalizedBeat);
}
}
}
public void Wind()
{
windAnim.Play("Wind", 0, 0);
}
public void Bite(bool left)
{
if (crying)
{
headAndBodyAnim.Play(left ? "CryBiteL" : "CryBiteR", 0, 0);
}
else
{
headAndBodyAnim.Play(left ? "BiteL" : "BiteR", 0, 0);
}
}
public void SetCrumbThreshold(int rightThreshold, int leftThreshold, bool reset)
{
rightCrumbAppearThreshold = rightThreshold;
leftCrumbAppearThreshold = leftThreshold;
if (reset) eatenTreats = 0;
}
public void EatTreat(bool onlyCheck = false)
{
if (!onlyCheck) eatenTreats++;
if (eatenTreats >= leftCrumbAppearThreshold)
{
leftCrumb.SetActive(true);
}
else
{
leftCrumb.SetActive(false);
}
if (eatenTreats >= rightCrumbAppearThreshold)
{
rightCrumb.SetActive(true);
}
else
{
rightCrumb.SetActive(false);
} }
} }
@ -96,6 +208,60 @@ namespace HeavenStudio.Games
} }
} }
public void SetEmotion(float beat, float length, int emotion)
{
switch (emotion)
{
case (int)EmotionType.Neutral:
if (emotionAnimName == "Smile")
{
headAndBodyAnim.Play("StopSmile", 0, 0);
emotionAnimName = "";
}
else
{
headAndBodyAnim.Play("Idle", 0, 0);
}
crying = false;
break;
case (int)EmotionType.ClosedEyes:
headAndBodyAnim.Play("EyesClosed", 0, 0);
crying = false;
break;
case (int)EmotionType.LookUp:
emotionStartBeat = beat;
emotionLength = length;
emotionAnimName = "OpenEyes";
headAndBodyAnim.Play(emotionAnimName, 0, 0);
crying = false;
break;
case (int)EmotionType.Smile:
emotionStartBeat = beat;
emotionLength = length;
emotionAnimName = "Smile";
headAndBodyAnim.Play(emotionAnimName, 0, 0);
crying = false;
break;
case (int)EmotionType.Sad:
emotionStartBeat = beat;
emotionLength = length;
emotionAnimName = "Sad";
headAndBodyAnim.Play(emotionAnimName, 0, 0);
crying = true;
break;
case (int)EmotionType.InstaSad:
headAndBodyAnim.Play("CryIdle", 0, 0);
crying = true;
break;
case (int)EmotionType.Sigh:
headAndBodyAnim.Play("Sigh", 0, 0);
crying = false;
break;
default:
break;
}
}
public void SpawnTreat(float beat, bool isCake) public void SpawnTreat(float beat, bool isCake)
{ {
var objectToSpawn = isCake ? cakeBase : donutBase; var objectToSpawn = isCake ? cakeBase : donutBase;

View file

@ -59,15 +59,16 @@ namespace HeavenStudio.Games.Scripts_BlueBear
if (isCake) if (isCake)
{ {
game.headAndBodyAnim.Play("BiteL", 0, 0);
Jukebox.PlayOneShotGame("blueBear/chompCake"); Jukebox.PlayOneShotGame("blueBear/chompCake");
} }
else else
{ {
game.headAndBodyAnim.Play("BiteR", 0, 0);
Jukebox.PlayOneShotGame("blueBear/chompDonut"); Jukebox.PlayOneShotGame("blueBear/chompDonut");
} }
game.Bite(isCake);
game.EatTreat();
SpawnCrumbs(); SpawnCrumbs();
GameObject.Destroy(gameObject); GameObject.Destroy(gameObject);

View file

@ -211,7 +211,7 @@ namespace HeavenStudio.Games
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(gameObject, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + 2f, delegate { isPrep = false; }) new BeatAction.Action(beat + 1.5f, delegate { isPrep = false; })
}); });
} }
@ -246,7 +246,7 @@ namespace HeavenStudio.Games
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(gameObject, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + 1.99f, delegate { isPrep = false; }) new BeatAction.Action(beat + 1.5f, delegate { isPrep = false; })
}); });
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnDoubleTap, OnTapMiss, OnEmpty); ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnDoubleTap, OnTapMiss, OnEmpty);