mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 01:25:12 +00:00
new icon, face animating
so this is everything needed to recreate the original, it seems. just a few more things to do and we'll be all good
This commit is contained in:
parent
b75f39a31b
commit
66e87ee428
24 changed files with 1261 additions and 23 deletions
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assetBundleVariant:
|
|
@ -89,6 +89,9 @@ AnimatorStateMachine:
|
||||||
- serializedVersion: 1
|
- serializedVersion: 1
|
||||||
m_State: {fileID: -4999009970337506221}
|
m_State: {fileID: -4999009970337506221}
|
||||||
m_Position: {x: 337.14932, y: 183.12218, z: 0}
|
m_Position: {x: 337.14932, y: 183.12218, z: 0}
|
||||||
|
- serializedVersion: 1
|
||||||
|
m_State: {fileID: 5598599761240868013}
|
||||||
|
m_Position: {x: 390, y: 120, z: 0}
|
||||||
m_ChildStateMachines: []
|
m_ChildStateMachines: []
|
||||||
m_AnyStateTransitions: []
|
m_AnyStateTransitions: []
|
||||||
m_EntryTransitions: []
|
m_EntryTransitions: []
|
||||||
|
@ -99,3 +102,29 @@ AnimatorStateMachine:
|
||||||
m_ExitPosition: {x: 800, y: 120, z: 0}
|
m_ExitPosition: {x: 800, y: 120, z: 0}
|
||||||
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
|
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
|
||||||
m_DefaultState: {fileID: -4999009970337506221}
|
m_DefaultState: {fileID: -4999009970337506221}
|
||||||
|
--- !u!1102 &5598599761240868013
|
||||||
|
AnimatorState:
|
||||||
|
serializedVersion: 6
|
||||||
|
m_ObjectHideFlags: 1
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: Miss
|
||||||
|
m_Speed: 1
|
||||||
|
m_CycleOffset: 0
|
||||||
|
m_Transitions: []
|
||||||
|
m_StateMachineBehaviours: []
|
||||||
|
m_Position: {x: 50, y: 50, z: 0}
|
||||||
|
m_IKOnFeet: 0
|
||||||
|
m_WriteDefaultValues: 1
|
||||||
|
m_Mirror: 0
|
||||||
|
m_SpeedParameterActive: 0
|
||||||
|
m_MirrorParameterActive: 0
|
||||||
|
m_CycleOffsetParameterActive: 0
|
||||||
|
m_TimeParameterActive: 0
|
||||||
|
m_Motion: {fileID: 7400000, guid: d03a558e17bd2444da73892280ae1def, type: 2}
|
||||||
|
m_Tag:
|
||||||
|
m_SpeedParameter:
|
||||||
|
m_MirrorParameter:
|
||||||
|
m_CycleOffsetParameter:
|
||||||
|
m_TimeParameter:
|
||||||
|
|
|
@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
return new Minigame("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List<GameAction>()
|
return new Minigame("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List<GameAction>()
|
||||||
{
|
{
|
||||||
new GameAction("bop", "Bop")
|
new GameAction("bop", "Bop", "Characters")
|
||||||
{
|
{
|
||||||
function = delegate {
|
function = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
|
@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new("auto", true, "Bop (Auto)", "Toggle if the selected characters should automatically bop until another Bop event is reached."),
|
new("auto", true, "Bop (Auto)", "Toggle if the selected characters should automatically bop until another Bop event is reached."),
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
new GameAction("start interval", "Start Interval")
|
new GameAction("start interval", "Start Interval", "Cues")
|
||||||
{
|
{
|
||||||
preFunction = delegate {
|
preFunction = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
|
@ -55,7 +55,7 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."),
|
new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."),
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
new GameAction("monkey call", "Monkey Call")
|
new GameAction("monkey call", "Monkey Call", "Cues")
|
||||||
{
|
{
|
||||||
inactiveFunction = delegate {
|
inactiveFunction = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
|
@ -67,9 +67,11 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new("callSfx", DressYourBest.CallSFX.Long, "Call SFX", "Set the type of sound effect to use for the call.")
|
new("callSfx", DressYourBest.CallSFX.Long, "Call SFX", "Set the type of sound effect to use for the call.")
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
new GameAction("pass turn", "Pass Turn")
|
new GameAction("pass turn", "Pass Turn", "Cues")
|
||||||
{
|
{
|
||||||
// preFunction = delegate {
|
preFunction = delegate {
|
||||||
|
SoundByte.PlayOneShotGame("dressYourBest/pass_turn", eventCaller.currentEntity.beat);
|
||||||
|
},
|
||||||
function = delegate {
|
function = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||||
|
@ -82,22 +84,23 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
|
new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
new GameAction("interval react", "Interval React")
|
new GameAction("interval react", "Interval React", "Characters")
|
||||||
{
|
{
|
||||||
// preFunction = delegate {
|
// preFunction = delegate {
|
||||||
function = delegate {
|
function = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||||
instance.IntervalReact();
|
instance.IntervalReact(e.beat, e.length);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
defaultLength = 1f,
|
defaultLength = 1f,
|
||||||
|
resizable = true,
|
||||||
// parameters = new List<Param>()
|
// parameters = new List<Param>()
|
||||||
// {
|
// {
|
||||||
// new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
|
// new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
|
||||||
// }
|
// }
|
||||||
},
|
},
|
||||||
new GameAction("background appearance", "Background Appearance")
|
new GameAction("background appearance", "Background Appearance", "Appearance")
|
||||||
{
|
{
|
||||||
function = delegate {
|
function = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
|
@ -113,6 +116,22 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
new GameAction("change emotion", "Change Emotion", "Characters")
|
||||||
|
{
|
||||||
|
// preFunction = delegate {
|
||||||
|
function = delegate {
|
||||||
|
var e = eventCaller.currentEntity;
|
||||||
|
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||||
|
instance.ChangeEmotion((DressYourBest.Characters)e["character"], (DressYourBest.Faces)e["face"]);
|
||||||
|
}
|
||||||
|
},
|
||||||
|
defaultLength = 1f,
|
||||||
|
parameters = new List<Param>()
|
||||||
|
{
|
||||||
|
new("character", DressYourBest.Characters.Girl, "Character", "Set the character to change the face of."),
|
||||||
|
new("face", DressYourBest.Faces.Idle, "Face", "Set the face to change to."),
|
||||||
|
}
|
||||||
|
},
|
||||||
}
|
}
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
@ -132,7 +151,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public enum Faces
|
public enum Faces
|
||||||
{
|
{
|
||||||
Default,
|
Idle,
|
||||||
Looking,
|
Looking,
|
||||||
Happy,
|
Happy,
|
||||||
Sad,
|
Sad,
|
||||||
|
@ -278,9 +297,19 @@ namespace HeavenStudio.Games
|
||||||
_ = BeatAction.New(this, actions);
|
_ = BeatAction.New(this, actions);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ChangeEmotion(Characters character, Faces emotion)
|
||||||
|
{
|
||||||
|
if (character is Characters.Girl or Characters.Both) {
|
||||||
|
ChangeEmotion(girlAnim, emotion);
|
||||||
|
}
|
||||||
|
if (character is Characters.Monkey or Characters.Both) {
|
||||||
|
ChangeEmotion(monkeyAnim, emotion);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private void ChangeEmotion(Animator anim, Faces emotion)
|
private void ChangeEmotion(Animator anim, Faces emotion)
|
||||||
{
|
{
|
||||||
Debug.Log(emotion.ToString());
|
Debug.Log("emotion : " + emotion);
|
||||||
anim.DoScaledAnimationAsync(emotion.ToString(), 0.5f, animLayer: 1);
|
anim.DoScaledAnimationAsync(emotion.ToString(), 0.5f, animLayer: 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -297,16 +326,18 @@ namespace HeavenStudio.Games
|
||||||
};
|
};
|
||||||
foreach (RiqEntity call in neededCalls)
|
foreach (RiqEntity call in neededCalls)
|
||||||
{
|
{
|
||||||
Debug.Log("call.beat : " + call.beat);
|
// Debug.Log("call.beat : " + call.beat);
|
||||||
if (call.beat < startBeat) continue;
|
if (call.beat < startBeat) continue;
|
||||||
sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat));
|
sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat));
|
||||||
actions.Add(new(call.beat, () => monkeyAnim.DoScaledAnimationAsync("Call", 0.5f)));
|
actions.Add(new(call.beat, () => monkeyAnim.DoScaledAnimationAsync("Call", 0.5f)));
|
||||||
}
|
}
|
||||||
// have to add this after all the other actions as actions are done in order of beat
|
|
||||||
if (autoPass) {
|
if (autoPass) {
|
||||||
|
// have to add this after all the other actions as actions are done in order of beat
|
||||||
actions.Add(new(beat + length, delegate {
|
actions.Add(new(beat + length, delegate {
|
||||||
PassTurn(beat + length, autoReact, beat, length, neededCalls);
|
PassTurn(beat + length, autoReact, beat, length, neededCalls);
|
||||||
}));
|
}));
|
||||||
|
// epic sound scheduling
|
||||||
|
SoundByte.PlayOneShotGame("dressYourBest/pass_turn", beat + length);
|
||||||
}
|
}
|
||||||
_ = MultiSound.Play(sounds);
|
_ = MultiSound.Play(sounds);
|
||||||
_ = BeatAction.New(this, actions);
|
_ = BeatAction.New(this, actions);
|
||||||
|
@ -324,8 +355,8 @@ namespace HeavenStudio.Games
|
||||||
neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength);
|
neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength);
|
||||||
if (neededCalls.Count <= 0) return; // do the actual stuff under here
|
if (neededCalls.Count <= 0) return; // do the actual stuff under here
|
||||||
|
|
||||||
|
ChangeEmotion(girlAnim, Faces.Idle);
|
||||||
SetLightFromState(LightState.Repeating);
|
SetLightFromState(LightState.Repeating);
|
||||||
SoundByte.PlayOneShotGame("dressYourBest/pass_turn");
|
|
||||||
// "Any" check instead of just checking the last one?
|
// "Any" check instead of just checking the last one?
|
||||||
if (neededCalls[^1].beat != beat) {
|
if (neededCalls[^1].beat != beat) {
|
||||||
monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
||||||
|
@ -337,9 +368,9 @@ namespace HeavenStudio.Games
|
||||||
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
|
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
|
||||||
}
|
}
|
||||||
if (autoReact) {
|
if (autoReact) {
|
||||||
// BeatAction.New(this, new() { new(beat - startIntervalBeat + beat + 1, delegate {
|
double reactBeat = (beat * 2) - startIntervalBeat + 1;
|
||||||
BeatAction.New(this, new() { new(beat + beat - startIntervalBeat + 1, delegate {
|
BeatAction.New(this, new() { new(reactBeat, delegate {
|
||||||
IntervalReact();
|
IntervalReact(reactBeat, 1);
|
||||||
})});
|
})});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -349,24 +380,45 @@ namespace HeavenStudio.Games
|
||||||
return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length);
|
return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void IntervalReact()
|
public void IntervalReact(double beat, float length)
|
||||||
{
|
{
|
||||||
Faces reaction = (hasMissed || hitCount <= 0) ? Faces.Sad : Faces.Happy;
|
Faces reaction = HasMissed ? Faces.Sad : Faces.Happy;
|
||||||
ChangeEmotion(monkeyAnim, reaction);
|
ChangeEmotion(monkeyAnim, reaction);
|
||||||
ChangeEmotion(girlAnim, reaction);
|
ChangeEmotion(girlAnim, reaction);
|
||||||
LightState lightState = (LightState)reaction;
|
LightState lightState = (LightState)reaction;
|
||||||
SetLightFromState(lightState);
|
SetLightFromState(lightState);
|
||||||
|
// there's not a good way to schedule this afaik.
|
||||||
|
// there might be some way to like, schedule the sound then change the sound source when missed? that could work maybe
|
||||||
SoundByte.PlayOneShotGame("dressYourBest/" + lightState.ToString().ToLower());
|
SoundByte.PlayOneShotGame("dressYourBest/" + lightState.ToString().ToLower());
|
||||||
|
|
||||||
|
// maybe wanna use a beat value that's checked in the update loop
|
||||||
|
// that would let people specify
|
||||||
|
_ = BeatAction.New(this, new() {
|
||||||
|
new(beat + length, delegate {
|
||||||
|
ChangeEmotion(monkeyAnim, Faces.Idle);
|
||||||
|
ChangeEmotion(girlAnim, Faces.Idle);
|
||||||
|
SetLightFromState(LightState.IdleOrListening);
|
||||||
|
})
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
private int hitCount = 0; // resets every pass turn
|
private int hitCount = 0; // resets every pass turn
|
||||||
private bool hasMissed = false;
|
private bool hasMissed = false;
|
||||||
|
private bool HasMissed => hasMissed || hitCount <= 0;
|
||||||
private void OnHit(PlayerActionEvent caller, float state)
|
private void OnHit(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
|
hitCount++;
|
||||||
SoundByte.PlayOneShotGame("dressYourBest/hit_1");
|
SoundByte.PlayOneShotGame("dressYourBest/hit_1");
|
||||||
SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false));
|
SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false));
|
||||||
sewingAnim.DoScaledAnimationAsync("Hit", 0.5f);
|
if (state is >= 1f or <= (-1f)) // barely
|
||||||
hitCount++;
|
{
|
||||||
|
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||||
|
hasMissed = true;
|
||||||
|
}
|
||||||
|
else // just
|
||||||
|
{
|
||||||
|
sewingAnim.DoScaledAnimationAsync("Hit", 0.5f);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
private void OnMiss(PlayerActionEvent caller)
|
private void OnMiss(PlayerActionEvent caller)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue