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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
Coin Toss Done. Needs HD Textures and more customization
This commit is contained in:
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commit
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17 changed files with 2086 additions and 284 deletions
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--- !u!1107 &-6660575119008350863
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--- !u!1107 &-6660575119008350863
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AnimatorStateMachine:
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AnimatorStateMachine:
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serializedVersion: 6
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@ -18,6 +44,12 @@ AnimatorStateMachine:
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m_State: {fileID: -1162623208037307785}
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m_State: {fileID: -1162623208037307785}
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m_EntryTransitions: []
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@ -125,6 +157,32 @@ AnimatorStateTransition:
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--- !u!1102 &3911154433124293713
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m_MirrorParameter:
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m_TimeParameter:
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--- !u!1102 &7133985828973644718
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--- !u!1102 &7133985828973644718
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AnimatorState:
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serializedVersion: 6
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path: Hand
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path: Hand
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time: 0
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value: 1
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inSlope: Infinity
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attribute: m_Enabled
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path: Coin
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script: {fileID: 0}
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m_PPtrCurves:
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@ -83,13 +64,6 @@ AnimationClip:
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m_Extent: {x: 0, y: 0, z: 0}
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m_Extent: {x: 0, y: 0, z: 0}
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m_ClipBindingConstant:
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genericBindings:
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genericBindings:
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path: 4116396131
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attribute: 3305885265
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script: {fileID: 0}
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path: 2270227889
|
path: 2270227889
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attribute: 0
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@ -191,25 +165,6 @@ AnimationClip:
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|
path: Sleeve
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script: {fileID: 0}
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path: Coin
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m_Curve:
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m_Curve:
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||||||
|
|
1426
Assets/Resources/Sprites/Games/CoinToss/Animations/Pickup.anim
Normal file
1426
Assets/Resources/Sprites/Games/CoinToss/Animations/Pickup.anim
Normal file
File diff suppressed because it is too large
Load diff
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
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|
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|
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assetBundleName:
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assetBundleVariant:
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|
@ -111,7 +111,7 @@ AnimationClip:
|
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m_PostInfinity: 2
|
m_PostInfinity: 2
|
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m_RotationOrder: 4
|
m_RotationOrder: 4
|
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attribute: m_IsActive
|
attribute: m_IsActive
|
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path: Coin
|
path: Hand/Coin
|
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classID: 1
|
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script: {fileID: 0}
|
script: {fileID: 0}
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m_PPtrCurves:
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m_PPtrCurves:
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@ -153,7 +153,7 @@ AnimationClip:
|
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customType: 0
|
customType: 0
|
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isPPtrCurve: 0
|
isPPtrCurve: 0
|
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|
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path: 4116396131
|
path: 1080045770
|
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attribute: 2086281974
|
attribute: 2086281974
|
||||||
script: {fileID: 0}
|
script: {fileID: 0}
|
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typeID: 1
|
typeID: 1
|
||||||
|
@ -402,7 +402,7 @@ AnimationClip:
|
||||||
m_PostInfinity: 2
|
m_PostInfinity: 2
|
||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
attribute: m_IsActive
|
attribute: m_IsActive
|
||||||
path: Coin
|
path: Hand/Coin
|
||||||
classID: 1
|
classID: 1
|
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script: {fileID: 0}
|
script: {fileID: 0}
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m_EulerEditorCurves: []
|
m_EulerEditorCurves: []
|
||||||
|
|
|
@ -10,6 +10,8 @@ namespace HeavenStudio.Games.Scripts_CoinToss
|
||||||
{
|
{
|
||||||
public float startBeat;
|
public float startBeat;
|
||||||
|
|
||||||
|
public bool audienceReacting;
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
PlayerActionInit(this.gameObject, startBeat);
|
PlayerActionInit(this.gameObject, startBeat);
|
||||||
|
@ -33,18 +35,25 @@ namespace HeavenStudio.Games.Scripts_CoinToss
|
||||||
if (state.perfect)
|
if (state.perfect)
|
||||||
{
|
{
|
||||||
Hit();
|
Hit();
|
||||||
|
} else
|
||||||
|
{
|
||||||
|
CoinToss.instance.Catch_Empty();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Hit()
|
public void Hit()
|
||||||
{
|
{
|
||||||
CoinToss.instance.Catch_Success();
|
if(CoinToss.instance.isThrowing)
|
||||||
Destroy(this.gameObject);
|
{
|
||||||
|
CoinToss.instance.Catch_Success(audienceReacting);
|
||||||
|
Destroy(this.gameObject);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void MissCoin()
|
public void MissCoin()
|
||||||
{
|
{
|
||||||
CoinToss.instance.Catch_Miss();
|
CoinToss.instance.Catch_Miss(audienceReacting);
|
||||||
Destroy(this.gameObject);
|
Destroy(this.gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -12,9 +12,12 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
public static Minigame AddGame(EventCaller eventCaller)
|
public static Minigame AddGame(EventCaller eventCaller)
|
||||||
{
|
{
|
||||||
return new Minigame("coinToss", "Coin Toss", "B4E6F6", false, false, new List<GameAction>()
|
return new Minigame("coinToss", "Coin Toss \n [One coin at a time!]", "B4E6F6", false, false, new List<GameAction>()
|
||||||
{
|
{
|
||||||
new GameAction("toss", delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat); }, 7, false),
|
new GameAction("toss", delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 7, false, parameters: new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
|
||||||
|
}),
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -31,12 +34,15 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public GameObject coin_cue;
|
public GameObject coin_cue;
|
||||||
|
|
||||||
|
private int nbCoinThrown; //Variable used if multiple coins are thrown. But it's pretty buggy at the moment and should not be used at the moment
|
||||||
|
|
||||||
[Header("Animators")]
|
[Header("Animators")]
|
||||||
public Animator handAnimator;
|
public Animator handAnimator;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
instance = this;
|
instance = this;
|
||||||
|
nbCoinThrown = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
|
@ -49,7 +55,7 @@ namespace HeavenStudio.Games
|
||||||
//pass
|
//pass
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TossCoin(float beat)
|
public void TossCoin(float beat, bool audienceReacting)
|
||||||
{
|
{
|
||||||
Jukebox.PlayOneShotGame("coinToss/throw");
|
Jukebox.PlayOneShotGame("coinToss/throw");
|
||||||
handAnimator.Play("Throw", 0, 0);
|
handAnimator.Play("Throw", 0, 0);
|
||||||
|
@ -60,19 +66,35 @@ namespace HeavenStudio.Games
|
||||||
coin.SetActive(true);
|
coin.SetActive(true);
|
||||||
Coin c = coin.GetComponent<Coin>();
|
Coin c = coin.GetComponent<Coin>();
|
||||||
c.startBeat = beat;
|
c.startBeat = beat;
|
||||||
|
c.audienceReacting = audienceReacting;
|
||||||
|
|
||||||
|
nbCoinThrown++;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Catch_Success()
|
public void Catch_Success(bool audienceReacting)
|
||||||
{
|
{
|
||||||
Jukebox.PlayOneShotGame("coinToss/catch");
|
Jukebox.PlayOneShotGame("coinToss/catch");
|
||||||
|
if(audienceReacting) Jukebox.PlayOneShotGame("coinToss/applause");
|
||||||
handAnimator.Play("Catch_success", 0, 0);
|
handAnimator.Play("Catch_success", 0, 0);
|
||||||
|
|
||||||
isThrowing = false;
|
if(nbCoinThrown > 0) nbCoinThrown--;
|
||||||
|
if(nbCoinThrown == 0) isThrowing = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Catch_Miss()
|
public void Catch_Miss(bool audienceReacting)
|
||||||
{
|
{
|
||||||
Jukebox.PlayOneShotGame("coinToss/miss");
|
Jukebox.PlayOneShotGame("coinToss/miss");
|
||||||
|
if(audienceReacting) Jukebox.PlayOneShotGame("coinToss/disappointed");
|
||||||
|
handAnimator.Play("Pickup", 0, 0);
|
||||||
|
|
||||||
|
if (nbCoinThrown > 0) nbCoinThrown--;
|
||||||
|
if (nbCoinThrown == 0) isThrowing = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Catch_Empty()
|
||||||
|
{
|
||||||
|
handAnimator.Play("Catch_empty", 0, 0);
|
||||||
|
isThrowing = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue