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tunnel scroll
working dough fix
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14 changed files with 1833 additions and 132 deletions
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@ -108,12 +108,12 @@ TextureImporter:
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name: tunnel_beach_assets_0
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@ -172,11 +172,11 @@ TextureImporter:
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@ -302,7 +281,7 @@ TextureImporter:
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physicsShape: []
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||||||
|
|
|
@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
public static Minigame AddGame(EventCaller eventCaller)
|
public static Minigame AddGame(EventCaller eventCaller)
|
||||||
{
|
{
|
||||||
return new Minigame("tunnel", "Tunnel \n<color=#eb5454>[WIP]</color>", "c00000", false, false, new List<GameAction>()
|
return new Minigame("tunnel", "Tunnel", "c00000", false, false, new List<GameAction>()
|
||||||
{
|
{
|
||||||
new GameAction("cowbell", "Start Cowbell")
|
new GameAction("cowbell", "Start Cowbell")
|
||||||
{
|
{
|
||||||
|
|
|
@ -94,6 +94,8 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
SetWizardOffset(beat);
|
SetWizardOffset(beat);
|
||||||
crHandlerInstance = null;
|
crHandlerInstance = null;
|
||||||
|
queuedIntervals.Clear();
|
||||||
|
passedTurns.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnGameSwitch(double beat)
|
public override void OnGameSwitch(double beat)
|
||||||
|
|
|
@ -36,6 +36,8 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
|
||||||
private PlayerActionEvent wrongInput;
|
private PlayerActionEvent wrongInput;
|
||||||
private PlayerActionEvent rightInput;
|
private PlayerActionEvent rightInput;
|
||||||
|
|
||||||
|
bool canJust, canWrong;
|
||||||
|
|
||||||
[SerializeField] private GameObject gandw;
|
[SerializeField] private GameObject gandw;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
|
@ -47,15 +49,17 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
|
||||||
{
|
{
|
||||||
startBeat = beat;
|
startBeat = beat;
|
||||||
big = isBig;
|
big = isBig;
|
||||||
|
canJust = true;
|
||||||
|
canWrong = true;
|
||||||
enterPath = game.GetPath("PlayerEnter");
|
enterPath = game.GetPath("PlayerEnter");
|
||||||
hitPath = game.GetPath("PlayerHit");
|
hitPath = game.GetPath("PlayerHit");
|
||||||
barelyPath = game.GetPath("PlayerBarely");
|
barelyPath = game.GetPath("PlayerBarely");
|
||||||
missPath = game.GetPath("PlayerMiss");
|
missPath = game.GetPath("PlayerMiss");
|
||||||
weakPath = game.GetPath("PlayerWeak");
|
weakPath = game.GetPath("PlayerWeak");
|
||||||
rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty);
|
rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty, CanJust);
|
||||||
|
|
||||||
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
|
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
|
||||||
wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty);
|
wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty, CanWrong);
|
||||||
|
|
||||||
currentState = State.Entering;
|
currentState = State.Entering;
|
||||||
if (gandw != null) gandw.SetActive(hasGandw);
|
if (gandw != null) gandw.SetActive(hasGandw);
|
||||||
|
@ -114,16 +118,31 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool CanJust()
|
||||||
|
{
|
||||||
|
return canJust;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CanWrong()
|
||||||
|
{
|
||||||
|
return canWrong;
|
||||||
|
}
|
||||||
|
|
||||||
private void Just(PlayerActionEvent caller, float state)
|
private void Just(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
if (wrongInput != null)
|
if (wrongInput != null)
|
||||||
|
{
|
||||||
|
canWrong = false;
|
||||||
wrongInput.Disable();
|
wrongInput.Disable();
|
||||||
double beat = Conductor.instance.songPositionInBeats;
|
wrongInput.CleanUp();
|
||||||
|
}
|
||||||
|
if (currentState is State.Hit or State.Barely or State.Weak) return;
|
||||||
|
double beat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||||
startBeat = beat;
|
startBeat = beat;
|
||||||
game.playerImpact.SetActive(true);
|
game.playerImpact.SetActive(true);
|
||||||
BeatAction.New(game, new List<BeatAction.Action>()
|
BeatAction.New(game, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
|
new BeatAction.Action(beat + 0.1, delegate { game.playerImpact.SetActive(false); }),
|
||||||
});
|
});
|
||||||
if (state >= 1f || state <= -1f)
|
if (state >= 1f || state <= -1f)
|
||||||
{
|
{
|
||||||
|
@ -142,6 +161,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
|
||||||
Update();
|
Update();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
Debug.Log($"hit at {beat}");
|
||||||
currentState = State.Hit;
|
currentState = State.Hit;
|
||||||
if (big)
|
if (big)
|
||||||
{
|
{
|
||||||
|
@ -160,17 +180,23 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
|
||||||
if (gandw != null) hasGandw = gandw.activeSelf;
|
if (gandw != null) hasGandw = gandw.activeSelf;
|
||||||
BeatAction.New(game, new List<BeatAction.Action>()
|
BeatAction.New(game, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
|
new BeatAction.Action(beat + 0.9, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
|
||||||
new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
|
new BeatAction.Action(beat + 1, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
|
||||||
new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
|
new BeatAction.Action(beat + 2, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
|
||||||
});
|
});
|
||||||
Update();
|
Update();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void WrongInput(PlayerActionEvent caller, float state)
|
private void WrongInput(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
double beat = Conductor.instance.songPositionInBeats;
|
if (rightInput != null)
|
||||||
|
{
|
||||||
|
canJust = false;
|
||||||
rightInput.Disable();
|
rightInput.Disable();
|
||||||
|
rightInput.CleanUp();
|
||||||
|
}
|
||||||
|
if (currentState is State.Hit or State.Barely or State.Weak) return;
|
||||||
|
double beat = Conductor.instance.songPositionInBeats;
|
||||||
game.playerImpact.SetActive(true);
|
game.playerImpact.SetActive(true);
|
||||||
BeatAction.New(game, new List<BeatAction.Action>()
|
BeatAction.New(game, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
|
@ -193,6 +219,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
|
||||||
SoundByte.PlayOneShotGame("workingDough/tooSmall");
|
SoundByte.PlayOneShotGame("workingDough/tooSmall");
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
|
game.ScoreMiss();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Miss(PlayerActionEvent caller)
|
private void Miss(PlayerActionEvent caller)
|
||||||
|
|
|
@ -263,15 +263,8 @@ namespace HeavenStudio.Games
|
||||||
private List<RiqEntity> GetAllBallsInBetweenBeat(double beat, double endBeat)
|
private List<RiqEntity> GetAllBallsInBetweenBeat(double beat, double endBeat)
|
||||||
{
|
{
|
||||||
List<RiqEntity> ballEvents = EventCaller.GetAllInGameManagerList("workingDough", new string[] { "small ball", "big ball" });
|
List<RiqEntity> ballEvents = EventCaller.GetAllInGameManagerList("workingDough", new string[] { "small ball", "big ball" });
|
||||||
List<RiqEntity> tempEvents = new();
|
List<RiqEntity> tempEvents = ballEvents.FindAll(x => x.beat >= beat && x.beat < endBeat);
|
||||||
|
tempEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||||
foreach (var entity in ballEvents)
|
|
||||||
{
|
|
||||||
if (entity.beat >= beat && entity.beat < endBeat)
|
|
||||||
{
|
|
||||||
tempEvents.Add(entity);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return tempEvents;
|
return tempEvents;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -426,6 +419,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public void SpawnPlayerBall(double beat, bool isBig, bool hasGandw)
|
public void SpawnPlayerBall(double beat, bool isBig, bool hasGandw)
|
||||||
{
|
{
|
||||||
|
Debug.Log($"Spawned player ball for beat {beat} (big: {isBig})");
|
||||||
var objectToSpawn = isBig ? playerEnterBigBall : playerEnterSmallBall;
|
var objectToSpawn = isBig ? playerEnterBigBall : playerEnterSmallBall;
|
||||||
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
|
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
|
||||||
|
|
||||||
|
@ -481,6 +475,12 @@ namespace HeavenStudio.Games
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void OnPlay(double beat)
|
||||||
|
{
|
||||||
|
queuedIntervals.Clear();
|
||||||
|
passedTurns.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if (spaceshipRising && !bgDisabled) spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength);
|
if (spaceshipRising && !bgDisabled) spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength);
|
||||||
|
|
|
@ -200,7 +200,7 @@ namespace HeavenStudio.Editor.Track
|
||||||
|
|
||||||
if (create)
|
if (create)
|
||||||
{
|
{
|
||||||
RiqEntity volumeC = GameManager.instance.Beatmap.AddNewVolumeChange(Timeline.instance.MousePos2BeatSnap, 100f);
|
RiqEntity volumeC = GameManager.instance.Beatmap.AddNewVolumeChange(Timeline.instance.MousePos2BeatSnap, 80f);
|
||||||
volumeTimelineObj.chartEntity = volumeC;
|
volumeTimelineObj.chartEntity = volumeC;
|
||||||
CommandManager.Instance.AddCommand(new Commands.AddMarker(volumeC, volumeC.guid, HoveringTypes.VolumeChange));
|
CommandManager.Instance.AddCommand(new Commands.AddMarker(volumeC, volumeC.guid, HoveringTypes.VolumeChange));
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue