From 6a9328a4b9f6e88833489493cf99076870272760 Mon Sep 17 00:00:00 2001 From: DPS2004 <10176105+DPS2004@users.noreply.github.com> Date: Wed, 17 Aug 2022 23:33:05 -0400 Subject: [PATCH] get rid of a lot of leftover code --- Assets/Scripts/Games/Tunnel/Tunnel.cs | 148 +++++++------------------- 1 file changed, 39 insertions(+), 109 deletions(-) diff --git a/Assets/Scripts/Games/Tunnel/Tunnel.cs b/Assets/Scripts/Games/Tunnel/Tunnel.cs index 326aa7dc..9bfb8a2e 100644 --- a/Assets/Scripts/Games/Tunnel/Tunnel.cs +++ b/Assets/Scripts/Games/Tunnel/Tunnel.cs @@ -14,40 +14,14 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("tunnel", "Tunnel", "B4E6F6", false, false, new List() { - new GameAction("toss", delegate { Tunnel.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 7, false, parameters: new List() + + + new GameAction("Start", delegate { Tunnel.instance.StartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 1, false, parameters: new List() { - new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"), + new Param("toggle", false, "Driver can stop", "Lets the driver stop if the player makes too many mistakes"), }), - new GameAction("set background color", delegate { var e = eventCaller.currentEntity; Tunnel.instance.ChangeBackgroundColor(e.colorA, 0f); Tunnel.instance.ChangeBackgroundColor(e.colorB, 0f, true); }, 0.5f, false, new List() - { - new Param("colorA", Tunnel.defaultBgColor, "Background Color", "The background color to change to"), - new Param("colorB", Tunnel.defaultFgColor, "Foreground Color", "The foreground color to change to") - } ), - new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; Tunnel.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); Tunnel.instance.FadeBackgroundColor(e.colorC, e.colorD, e.length, true); }, 1f, true, new List() - { - new Param("colorA", Color.white, "BG Start Color", "The starting color in the fade"), - new Param("colorB", Tunnel.defaultBgColor, "BG End Color", "The ending color in the fade"), - new Param("colorC", Color.white, "FG Start Color", "The starting color in the fade"), - new Param("colorD", Tunnel.defaultFgColor, "FG End Color", "The ending color in the fade") - } ), - - - //left in for backwards-compatibility, but cannot be placed - - new GameAction("set foreground color", delegate { var e = eventCaller.currentEntity; Tunnel.instance.ChangeBackgroundColor(e.colorA, 0f, true); }, 0.5f, false, new List - - { - new Param("colorA", Tunnel.defaultFgColor, "Foreground Color", "The foreground color to change to") - - }, hidden: true ), - - new GameAction("fade foreground color", delegate { var e = eventCaller.currentEntity; Tunnel.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length, true); }, 1f, true, new List() - { - new Param("colorA", Color.white, "Start Color", "The starting color in the fade"), - new Param("colorB", Tunnel.defaultFgColor, "End Color", "The ending color in the fade") - }, hidden: true ), } //new List() {"ntr", "aim"}, //"ntrcoin", "en", @@ -70,26 +44,7 @@ namespace HeavenStudio.Games public static Tunnel instance { get; set; } - private static Color _defaultBgColor; - public static Color defaultBgColor - { - get - { - ColorUtility.TryParseHtmlString("#F7F742", out _defaultBgColor); - return _defaultBgColor; - } - } - - private static Color _defaultFgColor; - public static Color defaultFgColor - { - get - { - ColorUtility.TryParseHtmlString("#FFFF83", out _defaultFgColor); - return _defaultFgColor; - } - } [Header("Backgrounds")] public SpriteRenderer fg; @@ -101,23 +56,30 @@ namespace HeavenStudio.Games [Header("Animators")] public Animator handAnimator; - public Boolean isThrowing; + public PlayerActionEvent cowbell; - public bool audienceReacting; - public PlayerActionEvent coin; + public int driverState; private void Awake() { instance = this; - isThrowing = false; + } - coin = null; + + private void Start() + { + driverState = 0; + + cowbell = null; } private void Update() { - //nothing + if (PlayerInput.Pressed() && !IsExpectingInputNow()) + { + HitCowbell(); + } } private void LateUpdate() @@ -125,79 +87,47 @@ namespace HeavenStudio.Games //nothing } - public void TossCoin(float beat, bool audienceReacting) + + public void HitCowbell() { - if (coin != null) return; + Jukebox.PlayOneShot("count-ins/cowbell"); + } + + public void StartCowbell(float beat, bool audienceReacting) + { + //if (coin != null) return; //Play sound and animations - Jukebox.PlayOneShotGame("coinToss/throw"); - handAnimator.Play("Throw", 0, 0); + + //handAnimator.Play("Throw", 0, 0); //Game state says the hand is throwing the coin - isThrowing = true; + //isThrowing = true; - this.audienceReacting = audienceReacting; + //this.audienceReacting = audienceReacting; - coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty); + //coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty); + //cowbell = ScheduleInput(beat, 0f, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty); //coin.perfectOnly = true; } - public void CatchSuccess(PlayerActionEvent caller, float state) + public void CowbellSuccess(PlayerActionEvent caller, float state) { - Jukebox.PlayOneShotGame("coinToss/catch"); - if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/applause"); - handAnimator.Play("Catch_success", 0, 0); - - isThrowing = false; + HitCowbell(); } - public void CatchMiss(PlayerActionEvent caller) - { - Jukebox.PlayOneShotGame("coinToss/miss"); - if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/disappointed"); - handAnimator.Play("Pickup", 0, 0); - isThrowing = false; + public void CowbellMiss(PlayerActionEvent caller) + { + //HitCowbell(); } - public void CatchEmpty(PlayerActionEvent caller) + public void CowbellEmpty(PlayerActionEvent caller) { - handAnimator.Play("Catch_empty", 0, 0); - isThrowing = false; - - coin.CanHit(false); + //HitCowbell(); } - public void ChangeBackgroundColor(Color color, float beats, bool isFg = false) - { - var seconds = Conductor.instance.secPerBeat * beats; - - if(!isFg) - { - if (bgColorTween != null) - bgColorTween.Kill(true); - } else - { - if (fgColorTween != null) - fgColorTween.Kill(true); - } - - if (seconds == 0) - { - if(!isFg) bg.color = color; - if (isFg) fg.color = color; - } - else - { - if(!isFg) bgColorTween = bg.DOColor(color, seconds); - if(isFg) fgColorTween = fg.DOColor(color, seconds); - } - } - public void FadeBackgroundColor(Color start, Color end, float beats, bool isFg = false) - { - ChangeBackgroundColor(start, 0f, isFg); - ChangeBackgroundColor(end, beats, isFg); - } + } }