mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 02:55:15 +00:00
parent
47ae7707b5
commit
7deb2745a0
24 changed files with 23 additions and 1261 deletions
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inSlope: Infinity
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalPosition.z
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path: Needle
|
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classID: 4
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script: {fileID: 0}
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- curve:
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serializedVersion: 2
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: 1
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inSlope: Infinity
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outSlope: Infinity
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tangentMode: 103
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inSlope: Infinity
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outSlope: Infinity
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tangentMode: 103
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weightedMode: 0
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inWeight: 0
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outWeight: 0
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_IsActive
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path: SlamFX
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classID: 1
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script: {fileID: 0}
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- curve:
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serializedVersion: 2
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: 1
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inSlope: Infinity
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outSlope: Infinity
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tangentMode: 103
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inWeight: 0
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outWeight: 0
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outSlope: Infinity
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inWeight: 0.33333334
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outWeight: 0.33333334
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inSlope: Infinity
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outSlope: Infinity
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tangentMode: 103
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weightedMode: 0
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inWeight: 0
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inSlope: Infinity
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outSlope: Infinity
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tangentMode: 103
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weightedMode: 0
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inWeight: 0
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outWeight: 0
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value: 0
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inSlope: Infinity
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outSlope: Infinity
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tangentMode: 103
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weightedMode: 0
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inWeight: 0
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outWeight: 0
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_IsActive
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path: WooshFX2
|
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classID: 1
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script: {fileID: 0}
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- curve:
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serializedVersion: 2
|
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: 1
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inSlope: Infinity
|
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outSlope: Infinity
|
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tangentMode: 103
|
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weightedMode: 0
|
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inWeight: 0
|
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outWeight: 0
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- serializedVersion: 3
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time: 0.033333335
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value: 0
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inSlope: Infinity
|
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outSlope: Infinity
|
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tangentMode: 103
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weightedMode: 0
|
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.06666667
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value: 0
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inSlope: Infinity
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outSlope: Infinity
|
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tangentMode: 103
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weightedMode: 0
|
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inWeight: 0
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outWeight: 0
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- serializedVersion: 3
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time: 0.1
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value: 0
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inSlope: Infinity
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outSlope: Infinity
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tangentMode: 103
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weightedMode: 0
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inWeight: 0
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outWeight: 0
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- serializedVersion: 3
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time: 0.13333334
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value: 0
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inSlope: Infinity
|
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outSlope: Infinity
|
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tangentMode: 103
|
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weightedMode: 0
|
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inWeight: 0
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outWeight: 0
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m_PreInfinity: 2
|
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m_PostInfinity: 2
|
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m_RotationOrder: 4
|
||||
attribute: m_IsActive
|
||||
path: WooshFX1
|
||||
classID: 1
|
||||
script: {fileID: 0}
|
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m_EulerEditorCurves: []
|
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m_HasGenericRootTransform: 0
|
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m_HasMotionFloatCurves: 0
|
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m_Events: []
|
|
@ -1,8 +0,0 @@
|
|||
fileFormatVersion: 2
|
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guid: d03a558e17bd2444da73892280ae1def
|
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NativeFormatImporter:
|
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externalObjects: {}
|
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mainObjectFileID: 7400000
|
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
|
|
@ -89,9 +89,6 @@ AnimatorStateMachine:
|
|||
- serializedVersion: 1
|
||||
m_State: {fileID: -4999009970337506221}
|
||||
m_Position: {x: 337.14932, y: 183.12218, z: 0}
|
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- serializedVersion: 1
|
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m_State: {fileID: 5598599761240868013}
|
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m_Position: {x: 390, y: 120, z: 0}
|
||||
m_ChildStateMachines: []
|
||||
m_AnyStateTransitions: []
|
||||
m_EntryTransitions: []
|
||||
|
@ -102,29 +99,3 @@ AnimatorStateMachine:
|
|||
m_ExitPosition: {x: 800, y: 120, z: 0}
|
||||
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
|
||||
m_DefaultState: {fileID: -4999009970337506221}
|
||||
--- !u!1102 &5598599761240868013
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Miss
|
||||
m_Speed: 1
|
||||
m_CycleOffset: 0
|
||||
m_Transitions: []
|
||||
m_StateMachineBehaviours: []
|
||||
m_Position: {x: 50, y: 50, z: 0}
|
||||
m_IKOnFeet: 0
|
||||
m_WriteDefaultValues: 1
|
||||
m_Mirror: 0
|
||||
m_SpeedParameterActive: 0
|
||||
m_MirrorParameterActive: 0
|
||||
m_CycleOffsetParameterActive: 0
|
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m_TimeParameterActive: 0
|
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m_Motion: {fileID: 7400000, guid: d03a558e17bd2444da73892280ae1def, type: 2}
|
||||
m_Tag:
|
||||
m_SpeedParameter:
|
||||
m_MirrorParameter:
|
||||
m_CycleOffsetParameter:
|
||||
m_TimeParameter:
|
||||
|
|
|
@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
return new Minigame("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop", "Characters")
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
|
@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new("auto", true, "Bop (Auto)", "Toggle if the selected characters should automatically bop until another Bop event is reached."),
|
||||
}
|
||||
},
|
||||
new GameAction("start interval", "Start Interval", "Cues")
|
||||
new GameAction("start interval", "Start Interval")
|
||||
{
|
||||
preFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
|
@ -55,7 +55,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."),
|
||||
}
|
||||
},
|
||||
new GameAction("monkey call", "Monkey Call", "Cues")
|
||||
new GameAction("monkey call", "Monkey Call")
|
||||
{
|
||||
inactiveFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
|
@ -67,11 +67,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
new("callSfx", DressYourBest.CallSFX.Long, "Call SFX", "Set the type of sound effect to use for the call.")
|
||||
}
|
||||
},
|
||||
new GameAction("pass turn", "Pass Turn", "Cues")
|
||||
new GameAction("pass turn", "Pass Turn")
|
||||
{
|
||||
preFunction = delegate {
|
||||
SoundByte.PlayOneShotGame("dressYourBest/pass_turn", eventCaller.currentEntity.beat);
|
||||
},
|
||||
// preFunction = delegate {
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||
|
@ -84,23 +82,22 @@ namespace HeavenStudio.Games.Loaders
|
|||
new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
|
||||
}
|
||||
},
|
||||
new GameAction("interval react", "Interval React", "Characters")
|
||||
new GameAction("interval react", "Interval React")
|
||||
{
|
||||
// preFunction = delegate {
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||
instance.IntervalReact(e.beat, e.length);
|
||||
instance.IntervalReact();
|
||||
}
|
||||
},
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
// parameters = new List<Param>()
|
||||
// {
|
||||
// new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
|
||||
// }
|
||||
},
|
||||
new GameAction("background appearance", "Background Appearance", "Appearance")
|
||||
new GameAction("background appearance", "Background Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
|
@ -116,22 +113,6 @@ namespace HeavenStudio.Games.Loaders
|
|||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
},
|
||||
},
|
||||
new GameAction("change emotion", "Change Emotion", "Characters")
|
||||
{
|
||||
// preFunction = delegate {
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||
instance.ChangeEmotion((DressYourBest.Characters)e["character"], (DressYourBest.Faces)e["face"]);
|
||||
}
|
||||
},
|
||||
defaultLength = 1f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new("character", DressYourBest.Characters.Girl, "Character", "Set the character to change the face of."),
|
||||
new("face", DressYourBest.Faces.Idle, "Face", "Set the face to change to."),
|
||||
}
|
||||
},
|
||||
}
|
||||
);
|
||||
}
|
||||
|
@ -151,7 +132,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
public enum Faces
|
||||
{
|
||||
Idle,
|
||||
Default,
|
||||
Looking,
|
||||
Happy,
|
||||
Sad,
|
||||
|
@ -297,19 +278,9 @@ namespace HeavenStudio.Games
|
|||
_ = BeatAction.New(this, actions);
|
||||
}
|
||||
|
||||
public void ChangeEmotion(Characters character, Faces emotion)
|
||||
{
|
||||
if (character is Characters.Girl or Characters.Both) {
|
||||
ChangeEmotion(girlAnim, emotion);
|
||||
}
|
||||
if (character is Characters.Monkey or Characters.Both) {
|
||||
ChangeEmotion(monkeyAnim, emotion);
|
||||
}
|
||||
}
|
||||
|
||||
private void ChangeEmotion(Animator anim, Faces emotion)
|
||||
{
|
||||
Debug.Log("emotion : " + emotion);
|
||||
Debug.Log(emotion.ToString());
|
||||
anim.DoScaledAnimationAsync(emotion.ToString(), 0.5f, animLayer: 1);
|
||||
}
|
||||
|
||||
|
@ -326,18 +297,16 @@ namespace HeavenStudio.Games
|
|||
};
|
||||
foreach (RiqEntity call in neededCalls)
|
||||
{
|
||||
// Debug.Log("call.beat : " + call.beat);
|
||||
Debug.Log("call.beat : " + call.beat);
|
||||
if (call.beat < startBeat) continue;
|
||||
sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat));
|
||||
actions.Add(new(call.beat, () => monkeyAnim.DoScaledAnimationAsync("Call", 0.5f)));
|
||||
}
|
||||
if (autoPass) {
|
||||
// have to add this after all the other actions as actions are done in order of beat
|
||||
if (autoPass) {
|
||||
actions.Add(new(beat + length, delegate {
|
||||
PassTurn(beat + length, autoReact, beat, length, neededCalls);
|
||||
}));
|
||||
// epic sound scheduling
|
||||
SoundByte.PlayOneShotGame("dressYourBest/pass_turn", beat + length);
|
||||
}
|
||||
_ = MultiSound.Play(sounds);
|
||||
_ = BeatAction.New(this, actions);
|
||||
|
@ -355,8 +324,8 @@ namespace HeavenStudio.Games
|
|||
neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength);
|
||||
if (neededCalls.Count <= 0) return; // do the actual stuff under here
|
||||
|
||||
ChangeEmotion(girlAnim, Faces.Idle);
|
||||
SetLightFromState(LightState.Repeating);
|
||||
SoundByte.PlayOneShotGame("dressYourBest/pass_turn");
|
||||
// "Any" check instead of just checking the last one?
|
||||
if (neededCalls[^1].beat != beat) {
|
||||
monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
||||
|
@ -368,9 +337,9 @@ namespace HeavenStudio.Games
|
|||
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
|
||||
}
|
||||
if (autoReact) {
|
||||
double reactBeat = (beat * 2) - startIntervalBeat + 1;
|
||||
BeatAction.New(this, new() { new(reactBeat, delegate {
|
||||
IntervalReact(reactBeat, 1);
|
||||
// BeatAction.New(this, new() { new(beat - startIntervalBeat + beat + 1, delegate {
|
||||
BeatAction.New(this, new() { new(beat + beat - startIntervalBeat + 1, delegate {
|
||||
IntervalReact();
|
||||
})});
|
||||
}
|
||||
}
|
||||
|
@ -380,45 +349,24 @@ namespace HeavenStudio.Games
|
|||
return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length);
|
||||
}
|
||||
|
||||
public void IntervalReact(double beat, float length)
|
||||
public void IntervalReact()
|
||||
{
|
||||
Faces reaction = HasMissed ? Faces.Sad : Faces.Happy;
|
||||
Faces reaction = (hasMissed || hitCount <= 0) ? Faces.Sad : Faces.Happy;
|
||||
ChangeEmotion(monkeyAnim, reaction);
|
||||
ChangeEmotion(girlAnim, reaction);
|
||||
LightState lightState = (LightState)reaction;
|
||||
SetLightFromState(lightState);
|
||||
// there's not a good way to schedule this afaik.
|
||||
// there might be some way to like, schedule the sound then change the sound source when missed? that could work maybe
|
||||
SoundByte.PlayOneShotGame("dressYourBest/" + lightState.ToString().ToLower());
|
||||
|
||||
// maybe wanna use a beat value that's checked in the update loop
|
||||
// that would let people specify
|
||||
_ = BeatAction.New(this, new() {
|
||||
new(beat + length, delegate {
|
||||
ChangeEmotion(monkeyAnim, Faces.Idle);
|
||||
ChangeEmotion(girlAnim, Faces.Idle);
|
||||
SetLightFromState(LightState.IdleOrListening);
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
private int hitCount = 0; // resets every pass turn
|
||||
private bool hasMissed = false;
|
||||
private bool HasMissed => hasMissed || hitCount <= 0;
|
||||
private void OnHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
hitCount++;
|
||||
SoundByte.PlayOneShotGame("dressYourBest/hit_1");
|
||||
SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false));
|
||||
if (state is >= 1f or <= (-1f)) // barely
|
||||
{
|
||||
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
hasMissed = true;
|
||||
}
|
||||
else // just
|
||||
{
|
||||
sewingAnim.DoScaledAnimationAsync("Hit", 0.5f);
|
||||
}
|
||||
hitCount++;
|
||||
}
|
||||
private void OnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue