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 <star.elementa@gmail.com>
This commit is contained in:
Rapandrasmus 2023-02-21 17:42:21 +01:00 committed by GitHub
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73 changed files with 13023 additions and 87 deletions

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@ -9,8 +9,37 @@ namespace HeavenStudio.Games.Loaders
public static class AgbGhostLoader public static class AgbGhostLoader
{ {
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("sneakySpirits", "Sneaky Spirits \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "0058CE", false, false, new List<GameAction>() return new Minigame("sneakySpirits", "Sneaky Spirits", "0058CE", false, false, new List<GameAction>()
{ {
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<Param>()
{
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<Param>()
{
new Param("exit", true, "Enter?", "Should the bow exit or enter?"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?")
}
},
}); });
} }
} }
@ -18,17 +47,285 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games namespace HeavenStudio.Games
{ {
//using Scripts_SneakySpirits; using Scripts_SneakySpirits;
public class SneakySpirits : Minigame public class SneakySpirits : Minigame
{ {
// Start is called before the first frame update public struct QueuedGhost
{
public float beat;
public float length;
public bool slowDown;
public List<int> 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<Transform> ghostPositions = new List<Transform>();
[Header("Variables")]
private static List<QueuedGhost> queuedGhosts = new List<QueuedGhost>();
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() void Awake()
{ {
instance = this;
Conductor.instance.SetMinigamePitch(1f);
} }
// Update is called once per frame
void Update() 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<int>()
{
volume1, volume2, volume3, volume4, volume5, volume6, volume7
});
}
else
{
queuedGhosts.Add(new QueuedGhost
{
beat = beat,
length = length,
volumes = new List<int>()
{
volume1, volume2, volume3, volume4, volume5, volume6, volume7
},
slowDown = slowDown,
});
}
}
public void SpawnGhost(float beat, float length, bool slowDown, List<int> 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<BeatAction.Action>()
{
new BeatAction.Action(beat + length * 3, delegate { bowAnim.DoScaledAnimationAsync("BowDraw", 0.25f); hasArrowLoaded = true; })
});
List<BeatAction.Action> ghostSpawns = new List<BeatAction.Action>();
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<Animator>().DoScaledAnimationAsync("ArrowRecoil", 0.5f);
bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f);
hasArrowLoaded = false;
Jukebox.PlayOneShotGame("sneakySpirits/arrowMiss", -1, 2);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
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<Animator>().DoScaledAnimationAsync("GhostBarely", 0.5f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
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<Animator>().DoScaledAnimationAsync("GhostBarely", 0.5f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
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<BeatAction.Action>()
{
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<Animator>().DoScaledAnimationAsync("GhostMiss", 0.5f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate {
if (GameManager.instance.currentGame == "sneakySpirits")
{
Jukebox.PlayOneShotGame("sneakySpirits/laugh", -1, 1.2f);
spawnedGhost.GetComponent<Animator>().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)
{ {
} }

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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<Animator>();
game = SneakySpirits.instance;
}
public void Init(float spawnBeat, float length)
{
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
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); }),
});
}
}
}

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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<Animator>();
}
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);
}
}
}
}
}

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@ -0,0 +1,11 @@
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