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Meat Grinder (#314)
* meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
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8
Assets/Scripts/Games/MeatGrinder.meta
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Assets/Scripts/Games/MeatGrinder.meta
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227
Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs
Normal file
227
Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs
Normal file
|
@ -0,0 +1,227 @@
|
|||
using HeavenStudio.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using NaughtyBezierCurves;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
using static Minigames;
|
||||
public static class pcoMeatLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("meatGrinder", "Meat Grinder", "f1492e", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("MeatToss", "Meat Toss")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MeatGrinder.instance.MeatToss(e.beat);
|
||||
},
|
||||
defaultLength = 2f,
|
||||
priority = 2,
|
||||
},
|
||||
new GameAction("MeatCall", "Meat Call")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MeatGrinder.instance.MeatCall(e.beat);
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
priority = 2,
|
||||
},
|
||||
new GameAction("StartInterval", "Start Interval")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MeatGrinder.instance.StartInterval(e.beat, e.length);
|
||||
},
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
priority = 1,
|
||||
preFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MeatGrinder.PreInterval(e.beat, e.length);
|
||||
},
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MeatGrinder.instance.Bop(e.beat, e["bossBop"]);
|
||||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bossBop", false, "Boss Bops?", "Does Boss bop?"),
|
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},
|
||||
defaultLength = 0.5f,
|
||||
priority = 4,
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_MeatGrinder;
|
||||
public class MeatGrinder : Minigame
|
||||
{
|
||||
static List<QueuedMeatInput> queuedInputs = new List<QueuedMeatInput>();
|
||||
struct QueuedMeatInput
|
||||
{
|
||||
public float beatAwayFromStart;
|
||||
}
|
||||
|
||||
[Header("Objects")]
|
||||
public GameObject MeatBase;
|
||||
|
||||
[Header("Animators")]
|
||||
public Animator BossAnim;
|
||||
public Animator TackAnim;
|
||||
|
||||
[Header("Variables")]
|
||||
bool intervalStarted;
|
||||
float intervalStartBeat;
|
||||
float beatInterval = 4f;
|
||||
bool bossBop = true;
|
||||
public bool bossAnnoyed = false;
|
||||
private float lastReportedBeat = 0f;
|
||||
const string sfxName = "meatGrinder/";
|
||||
|
||||
public static MeatGrinder instance;
|
||||
|
||||
public enum MeatType
|
||||
{
|
||||
Dark,
|
||||
Light,
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
|
||||
{
|
||||
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
|
||||
{
|
||||
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
||||
}
|
||||
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
|
||||
{
|
||||
intervalStarted = false;
|
||||
}
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
ScoreMiss();
|
||||
TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
|
||||
TackAnim.SetBool("tackMeated", false);
|
||||
Jukebox.PlayOneShotGame(sfxName+"whiff");
|
||||
if (bossAnnoyed) BossAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
|
||||
if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true);
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (Conductor.instance.ReportBeat(ref lastReportedBeat)
|
||||
&& !BossAnim.IsPlayingAnimationName("BossCall")
|
||||
&& !BossAnim.IsPlayingAnimationName("BossSignal")
|
||||
&& bossBop)
|
||||
{
|
||||
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
|
||||
};
|
||||
}
|
||||
|
||||
public void Bop(float beat, bool doesBop)
|
||||
{
|
||||
bossBop = doesBop;
|
||||
}
|
||||
|
||||
public static void PreInterval(float beat, float interval)
|
||||
{
|
||||
MeatGrinder.instance.beatInterval = interval;
|
||||
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat - 1, delegate { instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f); }),
|
||||
});
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound(sfxName+"startSignal", beat - 1f),
|
||||
}, forcePlay: true);
|
||||
}
|
||||
|
||||
public void StartInterval(float beat, float interval)
|
||||
{
|
||||
intervalStartBeat = beat;
|
||||
if (!intervalStarted)
|
||||
{
|
||||
intervalStarted = true;
|
||||
}
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + interval - 1, delegate { PassTurn(beat); }),
|
||||
});
|
||||
}
|
||||
|
||||
public void MeatToss(float beat)
|
||||
{
|
||||
Jukebox.PlayOneShotGame(sfxName+"toss");
|
||||
|
||||
MeatToss Meat = Instantiate(MeatBase).GetComponent<MeatToss>();
|
||||
Meat.startBeat = beat;
|
||||
Meat.cueLength = 1f;
|
||||
Meat.cueBased = true;
|
||||
Meat.meatType = "DarkMeat";
|
||||
}
|
||||
|
||||
public void MeatCall(float beat)
|
||||
{
|
||||
BossAnim.DoScaledAnimationAsync("BossCall", 0.5f);
|
||||
Jukebox.PlayOneShotGame(sfxName+"signal");
|
||||
|
||||
if (!intervalStarted)
|
||||
{
|
||||
StartInterval(beat, beatInterval);
|
||||
}
|
||||
|
||||
queuedInputs.Add(new QueuedMeatInput()
|
||||
{
|
||||
beatAwayFromStart = beat - intervalStartBeat,
|
||||
});
|
||||
}
|
||||
|
||||
public void PassTurn(float beat)
|
||||
{
|
||||
intervalStarted = false;
|
||||
foreach (var input in queuedInputs)
|
||||
{
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(input.beatAwayFromStart + beat, delegate {
|
||||
MeatToss Meat = Instantiate(MeatBase).GetComponent<MeatToss>();
|
||||
Meat.startBeat = beat;
|
||||
Meat.cueLength = beatInterval + input.beatAwayFromStart;
|
||||
Meat.cueBased = false;
|
||||
Meat.meatType = "LightMeat";
|
||||
}),
|
||||
});
|
||||
|
||||
}
|
||||
queuedInputs.Clear();
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs.meta
Normal file
11
Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs.meta
Normal file
|
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
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87
Assets/Scripts/Games/MeatGrinder/MeatToss.cs
Normal file
87
Assets/Scripts/Games/MeatGrinder/MeatToss.cs
Normal file
|
@ -0,0 +1,87 @@
|
|||
using HeavenStudio.Util;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using NaughtyBezierCurves;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_MeatGrinder
|
||||
{
|
||||
public class MeatToss : PlayerActionObject
|
||||
{
|
||||
public float startBeat;
|
||||
public float cueLength;
|
||||
public bool cueBased;
|
||||
public string meatType;
|
||||
bool animCheck = false;
|
||||
|
||||
|
||||
|
||||
[Header("Animators")]
|
||||
private Animator anim;
|
||||
|
||||
private MeatGrinder game;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
game = MeatGrinder.instance;
|
||||
anim = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
game.ScheduleInput(startBeat, cueLength, InputType.STANDARD_DOWN, Hit, Miss, Nothing);
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(cueBased ? startBeat + 0.66f : cueLength + startBeat - 1 + 0.66f, delegate { anim.DoScaledAnimationAsync(meatType+"Thrown", 0.32f); }),
|
||||
});
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (GameManager.instance.currentGame != "meatGrinder") {
|
||||
GameObject.Destroy(gameObject);
|
||||
}
|
||||
|
||||
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused) {
|
||||
GameObject.Destroy(gameObject);
|
||||
}
|
||||
if (anim.IsAnimationNotPlaying() && animCheck) GameObject.Destroy(gameObject);
|
||||
}
|
||||
|
||||
private void InputActions(bool annoyBoss, string whichSfx, string whichAnim)
|
||||
{
|
||||
game.bossAnnoyed = annoyBoss;
|
||||
Jukebox.PlayOneShotGame("meatGrinder/"+whichSfx);
|
||||
game.TackAnim.DoScaledAnimationAsync(whichAnim, 0.5f);
|
||||
}
|
||||
|
||||
private void Hit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
game.TackAnim.SetBool("tackMeated", false);
|
||||
anim.DoScaledAnimationAsync(meatType+"Hit", 0.5f);
|
||||
animCheck = true;
|
||||
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
InputActions(true, "tink", "TackHitBarely");
|
||||
} else {
|
||||
InputActions(false, "meatHit", "TackHitSuccess");
|
||||
}
|
||||
}
|
||||
|
||||
private void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
GameObject.Destroy(gameObject);
|
||||
InputActions(true, "miss", "TackMiss"+meatType);
|
||||
game.BossAnim.DoScaledAnimationAsync("BossMiss", 0.5f);
|
||||
game.TackAnim.SetBool("tackMeated", true);
|
||||
}
|
||||
|
||||
private void Nothing(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/MeatGrinder/MeatToss.cs.meta
Normal file
11
Assets/Scripts/Games/MeatGrinder/MeatToss.cs.meta
Normal file
|
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userData:
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Loading…
Reference in a new issue