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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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time: 16
|
||||
value: 0
|
||||
inSlope: -0
|
||||
outSlope: 0
|
||||
tangentMode: 69
|
||||
weightedMode: 0
|
||||
inWeight: 0.33333334
|
||||
outWeight: 0.33333334
|
||||
m_PreInfinity: 2
|
||||
m_PostInfinity: 2
|
||||
m_RotationOrder: 4
|
||||
attribute: m_LocalPosition.z
|
||||
path: ScrollFar
|
||||
classID: 4
|
||||
script: {fileID: 0}
|
||||
m_EulerEditorCurves: []
|
||||
m_HasGenericRootTransform: 0
|
||||
m_HasMotionFloatCurves: 0
|
||||
m_Events: []
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 92de5972c3d6d0e4ba49d6c105e04b49
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 7400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -108,12 +108,12 @@ TextureImporter:
|
|||
name: tunnel_beach_assets_0
|
||||
rect:
|
||||
serializedVersion: 2
|
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x: 112
|
||||
x: 114
|
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y: 791
|
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width: 112
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||||
width: 108
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height: 1362
|
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alignment: 0
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pivot: {x: 0, y: 0}
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
|
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outline: []
|
||||
physicsShape: []
|
||||
|
@ -129,12 +129,12 @@ TextureImporter:
|
|||
name: tunnel_beach_assets_1
|
||||
rect:
|
||||
serializedVersion: 2
|
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x: 393
|
||||
x: 395
|
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||||
width: 140
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|
||||
alignment: 0
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pivot: {x: 0, y: 0}
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
|
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physicsShape: []
|
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|
@ -155,7 +155,7 @@ TextureImporter:
|
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width: 1233
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height: 509
|
||||
alignment: 0
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pivot: {x: 0, y: 0}
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
|
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outline: []
|
||||
physicsShape: []
|
||||
|
@ -172,11 +172,11 @@ TextureImporter:
|
|||
rect:
|
||||
serializedVersion: 2
|
||||
x: 2133
|
||||
y: 2020
|
||||
y: 2006
|
||||
width: 633
|
||||
height: 77
|
||||
height: 91
|
||||
alignment: 0
|
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pivot: {x: 0, y: 0}
|
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pivot: {x: 0.5, y: 0.5}
|
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border: {x: 0, y: 0, z: 0, w: 0}
|
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outline: []
|
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physicsShape: []
|
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|
@ -197,7 +197,7 @@ TextureImporter:
|
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width: 282
|
||||
height: 259
|
||||
alignment: 0
|
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pivot: {x: 0, y: 0}
|
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
|
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outline: []
|
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physicsShape: []
|
||||
|
@ -209,27 +209,6 @@ TextureImporter:
|
|||
indices:
|
||||
edges: []
|
||||
weights: []
|
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- serializedVersion: 2
|
||||
name: tunnel_beach_assets_5
|
||||
rect:
|
||||
serializedVersion: 2
|
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x: 2430
|
||||
y: 2006
|
||||
width: 49
|
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|
||||
alignment: 0
|
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pivot: {x: 0, y: 0}
|
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border: {x: 0, y: 0, z: 0, w: 0}
|
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outline: []
|
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physicsShape: []
|
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tessellationDetail: 0
|
||||
bones: []
|
||||
spriteID: 04800b013e281ca4ea632769e8cd6f95
|
||||
internalID: -1085890213
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
- serializedVersion: 2
|
||||
name: tunnel_beach_assets_6
|
||||
rect:
|
||||
|
@ -239,7 +218,7 @@ TextureImporter:
|
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width: 1414
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height: 356
|
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alignment: 0
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pivot: {x: 0, y: 0}
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
|
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physicsShape: []
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|
@ -260,7 +239,7 @@ TextureImporter:
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width: 1411
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height: 629
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alignment: 0
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pivot: {x: 0, y: 0}
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
|
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physicsShape: []
|
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|
@ -281,7 +260,7 @@ TextureImporter:
|
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width: 2149
|
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height: 474
|
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alignment: 0
|
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pivot: {x: 0, y: 0}
|
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pivot: {x: 0.5, y: 0.5}
|
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border: {x: 0, y: 0, z: 0, w: 0}
|
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outline: []
|
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physicsShape: []
|
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|
@ -302,7 +281,7 @@ TextureImporter:
|
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width: 3567
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height: 494
|
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alignment: 0
|
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pivot: {x: 0, y: 0}
|
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pivot: {x: 0.5, y: 0.5}
|
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border: {x: 0, y: 0, z: 0, w: 0}
|
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outline: []
|
||||
physicsShape: []
|
||||
|
|
|
@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
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")
|
||||
{
|
||||
|
|
|
@ -94,6 +94,8 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
SetWizardOffset(beat);
|
||||
crHandlerInstance = null;
|
||||
queuedIntervals.Clear();
|
||||
passedTurns.Clear();
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
|
|
|
@ -36,6 +36,8 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
|
|||
private PlayerActionEvent wrongInput;
|
||||
private PlayerActionEvent rightInput;
|
||||
|
||||
bool canJust, canWrong;
|
||||
|
||||
[SerializeField] private GameObject gandw;
|
||||
|
||||
private void Awake()
|
||||
|
@ -47,15 +49,17 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
|
|||
{
|
||||
startBeat = beat;
|
||||
big = isBig;
|
||||
canJust = true;
|
||||
canWrong = true;
|
||||
enterPath = game.GetPath("PlayerEnter");
|
||||
hitPath = game.GetPath("PlayerHit");
|
||||
barelyPath = game.GetPath("PlayerBarely");
|
||||
missPath = game.GetPath("PlayerMiss");
|
||||
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)
|
||||
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;
|
||||
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)
|
||||
{
|
||||
if (wrongInput != null)
|
||||
{
|
||||
canWrong = false;
|
||||
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;
|
||||
game.playerImpact.SetActive(true);
|
||||
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)
|
||||
{
|
||||
|
@ -142,6 +161,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
|
|||
Update();
|
||||
return;
|
||||
}
|
||||
Debug.Log($"hit at {beat}");
|
||||
currentState = State.Hit;
|
||||
if (big)
|
||||
{
|
||||
|
@ -160,17 +180,23 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
|
|||
if (gandw != null) hasGandw = gandw.activeSelf;
|
||||
BeatAction.New(game, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
|
||||
new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
|
||||
new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
|
||||
new BeatAction.Action(beat + 0.9, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
|
||||
new BeatAction.Action(beat + 1, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
|
||||
new BeatAction.Action(beat + 2, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
|
||||
});
|
||||
Update();
|
||||
}
|
||||
|
||||
private void WrongInput(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (rightInput != null)
|
||||
{
|
||||
canJust = false;
|
||||
rightInput.Disable();
|
||||
rightInput.CleanUp();
|
||||
}
|
||||
if (currentState is State.Hit or State.Barely or State.Weak) return;
|
||||
double beat = Conductor.instance.songPositionInBeats;
|
||||
rightInput.Disable();
|
||||
game.playerImpact.SetActive(true);
|
||||
BeatAction.New(game, new List<BeatAction.Action>()
|
||||
{
|
||||
|
@ -193,6 +219,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
|
|||
SoundByte.PlayOneShotGame("workingDough/tooSmall");
|
||||
Destroy(gameObject);
|
||||
}
|
||||
game.ScoreMiss();
|
||||
}
|
||||
|
||||
private void Miss(PlayerActionEvent caller)
|
||||
|
|
|
@ -263,15 +263,8 @@ namespace HeavenStudio.Games
|
|||
private List<RiqEntity> GetAllBallsInBetweenBeat(double beat, double endBeat)
|
||||
{
|
||||
List<RiqEntity> ballEvents = EventCaller.GetAllInGameManagerList("workingDough", new string[] { "small ball", "big ball" });
|
||||
List<RiqEntity> tempEvents = new();
|
||||
|
||||
foreach (var entity in ballEvents)
|
||||
{
|
||||
if (entity.beat >= beat && entity.beat < endBeat)
|
||||
{
|
||||
tempEvents.Add(entity);
|
||||
}
|
||||
}
|
||||
List<RiqEntity> tempEvents = ballEvents.FindAll(x => x.beat >= beat && x.beat < endBeat);
|
||||
tempEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
return tempEvents;
|
||||
}
|
||||
|
||||
|
@ -426,6 +419,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
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 spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
|
||||
|
||||
|
@ -481,6 +475,12 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
queuedIntervals.Clear();
|
||||
passedTurns.Clear();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (spaceshipRising && !bgDisabled) spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength);
|
||||
|
|
|
@ -200,7 +200,7 @@ namespace HeavenStudio.Editor.Track
|
|||
|
||||
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;
|
||||
CommandManager.Instance.AddCommand(new Commands.AddMarker(volumeC, volumeC.guid, HoveringTypes.VolumeChange));
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue