From 884a5bc4013df79575b3787ae847ae0193c45825 Mon Sep 17 00:00:00 2001 From: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue, 21 Feb 2023 17:42:21 +0100 Subject: [PATCH] Sneaky spirits has snuck its way into HS! Wow! Amazing! (#307) * Started, off to a good start * Animation shit * I hope this looks okay * expose song pitch to minigames * clean up new additions * They now lower down * Da new pitch stuff needs update but I made cool stuff regardless * Hit sprites implemented * Added barely animation for ghost * Missing and barely stuff implemented * make new functions actually set music pitch * Bow enter or exit --------- Co-authored-by: minenice55 --- Assets/Resources/Games/sneakySpirits.prefab | 2545 ++++++++++++++++- .../Prefabs/Games/SneakySpirits.meta | 8 + .../Games/SneakySpirits/MovingGhost.prefab | 148 + .../SneakySpirits/MovingGhost.prefab.meta | 7 + Assets/Resources/Sfx/games/sneakySpirits.meta | 8 + .../games/sneakySpirits/arrowMiss.ogg.meta | 22 + .../games/sneakySpirits/ghostEscape.wav.meta | 22 + .../games/sneakySpirits/ghostScared.wav.meta | 22 + .../Sfx/games/sneakySpirits/hit.ogg.meta | 22 + .../Sfx/games/sneakySpirits/laugh.ogg.meta | 22 + .../Sfx/games/sneakySpirits/moving.ogg.meta | 22 + .../Sfx/games/sneakySpirits/rainLoop.ogg.meta | 22 + .../Animations/ArrowMiss.controller | 72 + .../Animations/ArrowMiss.controller.meta | 8 + .../SneakySpirits/Animations/ArrowRecoil.anim | 242 ++ ...mation.anim.meta => ArrowRecoil.anim.meta} | 2 +- .../SneakySpirits/Animations/Bow.controller | 130 + .../Animations/Bow.controller.meta | 8 + .../SneakySpirits/Animations/BowDraw.anim | 709 +++++ .../Animations/BowDraw.anim.meta | 8 + .../Animations/BowHolder.controller | 130 + .../Animations/BowHolder.controller.meta | 8 + .../{New Animation.anim => BowIdle.anim} | 28 +- .../Animations/BowIdle.anim.meta | 8 + .../SneakySpirits/Animations/BowRecoil.anim | 481 ++++ .../Animations/BowRecoil.anim.meta | 8 + .../SneakySpirits/Animations/Door.controller | 153 + .../Animations/Door.controller.meta | 8 + .../SneakySpirits/Animations/DoorClose.anim | 328 +++ .../Animations/DoorClose.anim.meta | 8 + .../SneakySpirits/Animations/DoorClosed.anim | 53 + .../Animations/DoorClosed.anim.meta | 8 + .../SneakySpirits/Animations/DoorOpen.anim | 253 ++ .../Animations/DoorOpen.anim.meta | 8 + .../Games/SneakySpirits/Animations/Enter.anim | 169 ++ .../SneakySpirits/Animations/Enter.anim.meta | 8 + .../SneakySpirits/Animations/Entered.anim | 53 + .../Animations/Entered.anim.meta | 8 + .../Games/SneakySpirits/Animations/Exit.anim | 169 ++ .../SneakySpirits/Animations/Exit.anim.meta | 8 + .../SneakySpirits/Animations/GhostBarely.anim | 1991 +++++++++++++ .../Animations/GhostBarely.anim.meta | 8 + .../Animations/GhostDeath.controller | 159 + .../Animations/GhostDeath.controller.meta | 8 + .../Animations/GhostDieBody.anim | 405 +++ .../Animations/GhostDieBody.anim.meta | 8 + .../Animations/GhostDieCheek.anim | 390 +++ .../Animations/GhostDieCheek.anim.meta | 8 + .../Animations/GhostDieMouth.anim | 405 +++ .../Animations/GhostDieMouth.anim.meta | 8 + .../Animations/GhostDieNose.anim | 295 ++ .../Animations/GhostDieNose.anim.meta | 8 + .../SneakySpirits/Animations/GhostLaugh.anim | 1758 ++++++++++++ .../Animations/GhostLaugh.anim.meta | 8 + .../SneakySpirits/Animations/GhostMiss.anim | 337 +++ .../Animations/GhostMiss.anim.meta | 8 + .../Animations/GhostMiss.controller | 130 + .../Animations/GhostMiss.controller.meta | 8 + .../Games/SneakySpirits/Animations/Gone.anim | 98 + .../SneakySpirits/Animations/Gone.anim.meta | 8 + .../Games/SneakySpirits/Animations/Move.anim | 169 ++ .../SneakySpirits/Animations/Move.anim.meta | 8 + .../SneakySpirits/Animations/MoveDown.anim | 232 ++ .../Animations/MoveDown.anim.meta | 8 + .../Animations/MovingGhost.controller | 130 + .../Animations/MovingGhost.controller.meta | 8 + .../Animations/Tree_1.controller | 29 - .../SneakySpirits/SneakySpirits.png.meta | 132 +- .../Games/SneakySpirits/SneakySpirits.cs | 311 +- .../Games/SneakySpirits/SneakySpiritsGhost.cs | 31 + .../SneakySpirits/SneakySpiritsGhost.cs.meta | 11 + .../SneakySpirits/SneakySpiritsGhostDeath.cs | 36 + .../SneakySpiritsGhostDeath.cs.meta | 11 + 73 files changed, 13023 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eventCaller) { - return new Minigame("sneakySpirits", "Sneaky Spirits \n[INITIALIZATION ONLY]", "0058CE", false, false, new List() + return new Minigame("sneakySpirits", "Sneaky Spirits", "0058CE", false, false, new List() { + new GameAction("spawnGhost", "Ghost") + { + preFunction = delegate { var e = eventCaller.currentEntity; SneakySpirits.PreSpawnGhost(e.beat, e.length, e["slowDown"], e["volume1"], e["volume2"], e["volume3"], e["volume4"], e["volume5"], e["volume6"], + e["volume7"]); }, + defaultLength = 1f, + resizable = true, + parameters = new List() + { + new Param("slowDown", true, "Slowdown Effect", "Should there be a slowdown effect when the ghost is hit?"), + new Param("volume1", new EntityTypes.Integer(0, 100, 100), "Move Volume 1", "What height and what volume should this move be at?"), + new Param("volume2", new EntityTypes.Integer(0, 100, 100), "Move Volume 2", "What height and what volume should this move be at?"), + new Param("volume3", new EntityTypes.Integer(0, 100, 100), "Move Volume 3", "What height and what volume should this move be at?"), + new Param("volume4", new EntityTypes.Integer(0, 100, 100), "Move Volume 4", "What height and what volume should this move be at?"), + new Param("volume5", new EntityTypes.Integer(0, 100, 100), "Move Volume 5", "What height and what volume should this move be at?"), + new Param("volume6", new EntityTypes.Integer(0, 100, 100), "Move Volume 6", "What height and what volume should this move be at?"), + new Param("volume7", new EntityTypes.Integer(0, 100, 100), "Move Volume 7", "What height and what volume should this move be at?"), + } + }, + new GameAction("movebow", "Bow Enter or Exit") + { + function = delegate {var e = eventCaller.currentEntity; SneakySpirits.instance.MoveBow(e.beat, e.length, e["exit"], e["ease"]); }, + defaultLength = 4f, + resizable = true, + parameters = new List() + { + new Param("exit", true, "Enter?", "Should the bow exit or enter?"), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?") + } + }, }); } } @@ -18,19 +47,287 @@ namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games { - //using Scripts_SneakySpirits; + using Scripts_SneakySpirits; public class SneakySpirits : Minigame { - // Start is called before the first frame update - void Awake() + public struct QueuedGhost { - + public float beat; + public float length; + public bool slowDown; + public List volumes; + } + [Header("Components")] + [SerializeField] Animator bowAnim; + [SerializeField] Animator bowHolderAnim; + [SerializeField] Animator doorAnim; + [SerializeField] SneakySpiritsGhost movingGhostPrefab; + [SerializeField] SneakySpiritsGhostDeath deathGhostPrefab; + [SerializeField] GameObject arrowMissPrefab; + [SerializeField] GameObject ghostMissPrefab; + [SerializeField] List ghostPositions = new List(); + [Header("Variables")] + private static List queuedGhosts = new List(); + private bool hasArrowLoaded; + float movingLength; + float movingStartBeat; + bool isMoving; + string moveAnim; + EasingFunction.Ease lastEase; + + public static SneakySpirits instance; + + void OnDestroy() + { + if (queuedGhosts.Count > 0) queuedGhosts.Clear(); + Conductor.instance.SetMinigamePitch(1f); + } + + void Awake() + { + instance = this; + Conductor.instance.SetMinigamePitch(1f); } - // Update is called once per frame void Update() { - + var cond = Conductor.instance; + if (cond.isPlaying && !cond.isPaused) + { + if (queuedGhosts.Count > 0) + { + foreach(var ghost in queuedGhosts) + { + SpawnGhost(ghost.beat, ghost.length, ghost.slowDown, ghost.volumes); + } + queuedGhosts.Clear(); + } + if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN) && hasArrowLoaded) + { + WhiffArrow(cond.songPositionInBeats); + } + if (isMoving) + { + float normalizedBeat = cond.GetPositionFromBeat(movingStartBeat, movingLength); + EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase); + float newPos = func(0f, 1f, normalizedBeat); + bowHolderAnim.DoNormalizedAnimation(moveAnim, newPos); + if (normalizedBeat >= 1f) + { + isMoving = false; + } + } + } + else if (!cond.isPlaying) + { + queuedGhosts.Clear(); + Conductor.instance.SetMinigamePitch(1f); + } + } + + public void MoveBow(float beat, float length, bool enter, int ease) + { + movingStartBeat = beat; + movingLength = length; + moveAnim = enter ? "Enter" : "Exit"; + isMoving = true; + lastEase = (EasingFunction.Ease)ease; + } + + public static void PreSpawnGhost(float beat, float length, bool slowDown, int volume1, int volume2, int volume3, int volume4, int volume5, int volume6, int volume7) + { + MultiSound.Play(new MultiSound.Sound[] + { + new MultiSound.Sound("sneakySpirits/moving", beat, 1f, volume1 * 0.01f), + new MultiSound.Sound("sneakySpirits/moving", beat + length, 1f, volume2 * 0.01f), + new MultiSound.Sound("sneakySpirits/moving", beat + length * 2, 1f, volume3 * 0.01f), + new MultiSound.Sound("sneakySpirits/moving", beat + length * 3, 1f, volume4 * 0.01f), + new MultiSound.Sound("sneakySpirits/moving", beat + length * 4, 1f, volume5 * 0.01f), + new MultiSound.Sound("sneakySpirits/moving", beat + length * 5, 1f, volume6 * 0.01f), + new MultiSound.Sound("sneakySpirits/moving", beat + length * 6, 1f, volume7 * 0.01f), + }, forcePlay: true); + if (GameManager.instance.currentGame == "sneakySpirits") + { + SneakySpirits.instance.SpawnGhost(beat, length, slowDown, new List() + { + volume1, volume2, volume3, volume4, volume5, volume6, volume7 + }); + } + else + { + queuedGhosts.Add(new QueuedGhost + { + beat = beat, + length = length, + volumes = new List() + { + volume1, volume2, volume3, volume4, volume5, volume6, volume7 + }, + slowDown = slowDown, + }); + } + } + + public void SpawnGhost(float beat, float length, bool slowDown, List volumes) + { + if (slowDown) + { + ScheduleInput(beat, length * 7, InputType.STANDARD_DOWN, Just, Miss, Out); + } + else + { + ScheduleInput(beat, length * 7, InputType.STANDARD_DOWN, JustNoSlowDown, Miss, Out); + } + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(beat + length * 3, delegate { bowAnim.DoScaledAnimationAsync("BowDraw", 0.25f); hasArrowLoaded = true; }) + }); + + List ghostSpawns = new List(); + for(int i = 0; i < 7; i++) + { + float spawnBeat = beat + length * i; + if (spawnBeat >= Conductor.instance.songPositionInBeats) + { + SneakySpiritsGhost spawnedGhost = Instantiate(movingGhostPrefab, ghostPositions[i], false); + spawnedGhost.transform.position = new Vector3(spawnedGhost.transform.position.x, spawnedGhost.transform.position.y - (1 - volumes[i] * 0.01f) * 2.5f, spawnedGhost.transform.position.z); + spawnedGhost.Init(spawnBeat, length); + } + } + } + + void WhiffArrow(float beat) + { + GameObject spawnedArrow = Instantiate(arrowMissPrefab, transform); + spawnedArrow.SetActive(true); + spawnedArrow.GetComponent().DoScaledAnimationAsync("ArrowRecoil", 0.5f); + bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f); + hasArrowLoaded = false; + Jukebox.PlayOneShotGame("sneakySpirits/arrowMiss", -1, 2); + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(beat + 3f, delegate { + if (GameManager.instance.currentGame == "sneakySpirits") + { + Destroy(spawnedArrow); + } + }) + }); + } + + void Just(PlayerActionEvent caller, float state) + { + if (!hasArrowLoaded) return; + if (state >= 1f || state <= -1f) + { + Jukebox.PlayOneShotGame("sneakySpirits/ghostScared"); + WhiffArrow(caller.startBeat + caller.timer); + GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform); + spawnedGhost.SetActive(true); + spawnedGhost.GetComponent().DoScaledAnimationAsync("GhostBarely", 0.5f); + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(caller.startBeat + caller.timer + 2f, delegate { + if (GameManager.instance.currentGame == "sneakySpirits") + { + Destroy(spawnedGhost); + } + }) + }); + return; + } + Success(caller, true); + } + + void JustNoSlowDown(PlayerActionEvent caller, float state) + { + if (!hasArrowLoaded) return; + if (state >= 1f || state <= -1f) + { + Jukebox.PlayOneShotGame("sneakySpirits/ghostScared"); + WhiffArrow(caller.startBeat + caller.timer); + GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform); + spawnedGhost.SetActive(true); + spawnedGhost.GetComponent().DoScaledAnimationAsync("GhostBarely", 0.5f); + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(caller.startBeat + caller.timer + 2f, delegate { + if (GameManager.instance.currentGame == "sneakySpirits") + { + Destroy(spawnedGhost); + } + }) + }); + return; + } + Success(caller, false); + } + + void Success(PlayerActionEvent caller, bool slowDown) + { + SneakySpiritsGhostDeath spawnedDeath = Instantiate(deathGhostPrefab, transform, false); + int randomNumber = UnityEngine.Random.Range(0, 4); + + switch (randomNumber) + { + case 0: + spawnedDeath.animToPlay = "GhostDieNose"; + break; + case 1: + spawnedDeath.animToPlay = "GhostDieMouth"; + break; + case 2: + spawnedDeath.animToPlay = "GhostDieBody"; + break; + case 3: + spawnedDeath.animToPlay = "GhostDieCheek"; + break; + } + hasArrowLoaded = false; + spawnedDeath.startBeat = caller.startBeat + caller.timer; + spawnedDeath.length = 1f; + spawnedDeath.gameObject.SetActive(true); + Jukebox.PlayOneShotGame("sneakySpirits/hit"); + bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f); + if (slowDown) Conductor.instance.SetMinigamePitch(0.25f); + doorAnim.DoScaledAnimationAsync("DoorOpen", 0.5f); + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate + { + if (slowDown) Conductor.instance.SetMinigamePitch(1f); + doorAnim.DoScaledAnimationAsync("DoorClose", 0.5f); + }) + }); + } + + void Miss(PlayerActionEvent caller) + { + Jukebox.PlayOneShotGame("sneakySpirits/ghostEscape"); + GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform); + spawnedGhost.SetActive(true); + spawnedGhost.GetComponent().DoScaledAnimationAsync("GhostMiss", 0.5f); + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { + if (GameManager.instance.currentGame == "sneakySpirits") + { + Jukebox.PlayOneShotGame("sneakySpirits/laugh", -1, 1.2f); + spawnedGhost.GetComponent().DoScaledAnimationAsync("GhostLaugh", 0.25f); + } + }), + new BeatAction.Action(caller.startBeat + caller.timer + 2.5f, delegate { + if (GameManager.instance.currentGame == "sneakySpirits") + { + Destroy(spawnedGhost); + } + }) + }); + } + + void Out(PlayerActionEvent caller) + { + } } } diff --git a/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs b/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs new file mode 100644 index 00000000..c68b0c14 --- /dev/null +++ b/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using HeavenStudio.Util; + +namespace HeavenStudio.Games.Scripts_SneakySpirits +{ + public class SneakySpiritsGhost : MonoBehaviour + { + private SneakySpirits game; + private Animator anim; + + void Awake() + { + anim = GetComponent(); + game = SneakySpirits.instance; + } + + public void Init(float spawnBeat, float length) + { + BeatAction.New(game.gameObject, new List() + { + new BeatAction.Action(spawnBeat - 0.2f, delegate { anim.DoScaledAnimationAsync("Move", 1f); }), + new BeatAction.Action(spawnBeat + length - 0.5f, delegate { anim.DoScaledAnimationAsync("MoveDown", 1f); }), + new BeatAction.Action(spawnBeat + length, delegate { Destroy(gameObject); }), + }); + } + } +} + + diff --git a/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs.meta b/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs.meta new file mode 100644 index 00000000..54d18fed --- /dev/null +++ b/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fdc9d92cf15fc704a97cf700a1086f62 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhostDeath.cs b/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhostDeath.cs new file mode 100644 index 00000000..283f5ce1 --- /dev/null +++ b/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhostDeath.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using HeavenStudio.Util; + +namespace HeavenStudio.Games.Scripts_SneakySpirits +{ + public class SneakySpiritsGhostDeath : MonoBehaviour + { + public string animToPlay; + public float startBeat; + public float length; + [SerializeField] Animator anim; + + void Awake() + { + anim = GetComponent(); + } + + void Update() + { + var cond = Conductor.instance; + if (cond.isPlaying && !cond.isPaused) + { + float normalizedBeat = Mathf.Max(cond.GetPositionFromBeat(startBeat, length), 0f); + anim.DoNormalizedAnimation(animToPlay, normalizedBeat); + if (normalizedBeat > 1) + { + Destroy(gameObject); + } + } + } + } +} + + diff --git a/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhostDeath.cs.meta b/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhostDeath.cs.meta new file mode 100644 index 00000000..70708a5a --- /dev/null +++ b/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhostDeath.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dded6aad8b6300e46932ce958ba5071f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: