mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
Added Tambourine, only missing HD frog sprites. Also fixed Tambourine + Working Dough Icons (#216)
* Added sfx, sprites and folders neccesary. And also made an empty game object for working dough * Started work on the background * Implemented all unanimated sprites * Added Init * Added Prefabs * Added Jumping and Idle Animatins for the Dough Dudes * SmallFix * Start Interval Event Implemented * Added Audio and Small and Big Ball events * Code Improvement + starting making the balls * Added bezier curves * Added First Rendition of Balls * Added NPC Balls and starting doing small transporting animations * SmallFixes * SmallSoundChanges * Implemented Audio and prefunction, not done with it though * In process of fixing set interval * Added more prefunction stuff and also started working on player input * Tried adding player balls, not done, many bugs to fix * Reverted trying to make the playerenterdoughball handle inputs, gonna do it through the main script instead * Sat up input code for later * Input works now! Need to add barely and wrong input animations and fix bugs * Tiny fix * Added first draft of wronginput animations * Finished all input anims, trying to fix bugs * Added finished Spaceship animations * Added Mr Game and Watch WIP and lifting dough dudes * Finished GANDW, fixed some bugs and still fixing bugs, almost done! * DONE * Begun development on tambourine * Working Dough Polish * Added many animations for tambourine * Added Events * Inputs added, near completion * Miss Anims * Animation changes * DONE
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value: 8.870444
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time: 0.33333334
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value: 8.870444
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inSlope: -0
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tangentMode: 5
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inWeight: 0.33333334
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outWeight: 0.33333334
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|
|
|
@ -2,6 +2,7 @@ using HeavenStudio.Util;
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
|
@ -10,8 +11,70 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("tambourine", "Tambourine \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "812021", false, false, new List<GameAction>()
|
||||
return new Minigame("tambourine", "Tambourine \n<color=#eb5454>[WIP]</color>", "812021", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("beat intervals", "Start Interval")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.StartInterval(e.beat, e.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
priority = 1
|
||||
},
|
||||
new GameAction("shake", "Shake")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, false); },
|
||||
defaultLength = 0.5f,
|
||||
priority = 2
|
||||
},
|
||||
new GameAction("hit", "Hit")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, true); },
|
||||
defaultLength = 0.5f,
|
||||
priority = 2
|
||||
},
|
||||
new GameAction("pass turn", "Pass Turn")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.PassTurn(e.beat, e.length); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
priority = 3
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.Bop(e.beat, e["whoBops"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("whoBops", Tambourine.WhoBops.Both, "Who Bops", "Who will bop."),
|
||||
},
|
||||
defaultLength = 1f,
|
||||
priority = 4
|
||||
},
|
||||
new GameAction("success", "Success")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.SuccessFace(e.beat); },
|
||||
defaultLength = 1f,
|
||||
priority = 4,
|
||||
},
|
||||
new GameAction("set background color", "Background Color")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.ChangeBackgroundColor(e["colorA"], 0f); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", Tambourine.defaultBGColor, "Background Color", "The background color to change to.")
|
||||
}
|
||||
},
|
||||
new GameAction("fade background", "Fade Background Color")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", Color.white, "Start Color", "The starting color of the fade."),
|
||||
new Param("colorB", Tambourine.defaultBGColor, "End Color", "The ending color of the fade.")
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -19,31 +82,295 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
//using Scripts_Tambourine;
|
||||
public class Tambourine : Minigame
|
||||
{
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#388cd0", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
|
||||
[Header("Components")]
|
||||
[SerializeField] Animator handsAnimator;
|
||||
[SerializeField] SpriteRenderer bg;
|
||||
[SerializeField] Animator monkeyAnimator;
|
||||
[SerializeField] ParticleSystem flowerParticles;
|
||||
[SerializeField] GameObject happyFace;
|
||||
[SerializeField] GameObject sadFace;
|
||||
[SerializeField] Animator sweatAnimator;
|
||||
[SerializeField] Animator frogAnimator;
|
||||
|
||||
[Header("Variables")]
|
||||
bool intervalStarted;
|
||||
float intervalStartBeat;
|
||||
float beatInterval = 4f;
|
||||
float misses;
|
||||
bool frogPresent;
|
||||
|
||||
Tween bgColorTween;
|
||||
|
||||
public enum WhoBops
|
||||
{
|
||||
Monkey,
|
||||
Player,
|
||||
Both
|
||||
}
|
||||
|
||||
static List<QueuedTambourineInput> queuedInputs = new List<QueuedTambourineInput>();
|
||||
struct QueuedTambourineInput
|
||||
{
|
||||
public bool hit;
|
||||
public float beatAwayFromStart;
|
||||
}
|
||||
|
||||
public static Tambourine instance;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
sweatAnimator.Play("NoSweat", 0, 0);
|
||||
frogAnimator.Play("FrogExited", 0, 0);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
|
||||
{
|
||||
intervalStarted = false;
|
||||
}
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
handsAnimator.Play("Shake", 0, 0);
|
||||
//Jukebox.PlayOneShotGame("workingDough/PlayerSmallJump");
|
||||
Jukebox.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
|
||||
sweatAnimator.Play("Sweating", 0, 0);
|
||||
SummonFrog();
|
||||
if (!intervalStarted)
|
||||
{
|
||||
sadFace.SetActive(true);
|
||||
}
|
||||
}
|
||||
else if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
|
||||
{
|
||||
handsAnimator.Play("Smack", 0, 0);
|
||||
//Jukebox.PlayOneShotGame("workingDough/PlayerBigJump");
|
||||
Jukebox.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
|
||||
sweatAnimator.Play("Sweating", 0, 0);
|
||||
SummonFrog();
|
||||
if (!intervalStarted)
|
||||
{
|
||||
sadFace.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void StartInterval(float beat, float interval)
|
||||
{
|
||||
intervalStartBeat = beat;
|
||||
beatInterval = interval;
|
||||
if (!intervalStarted)
|
||||
{
|
||||
DesummonFrog();
|
||||
sadFace.SetActive(false);
|
||||
queuedInputs.Clear();
|
||||
misses = 0;
|
||||
intervalStarted = true;
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + beatInterval, delegate { intervalStarted = false; }),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void MonkeyInput(float beat, bool hit)
|
||||
{
|
||||
if (!intervalStarted)
|
||||
{
|
||||
StartInterval(beat, beatInterval);
|
||||
}
|
||||
if (hit)
|
||||
{
|
||||
monkeyAnimator.Play("MonkeySmack", 0, 0);
|
||||
Jukebox.PlayOneShotGame($"tambourine/monkey/hit/{UnityEngine.Random.Range(1, 6)}");
|
||||
}
|
||||
else
|
||||
{
|
||||
monkeyAnimator.Play("MonkeyShake", 0, 0);
|
||||
Jukebox.PlayOneShotGame($"tambourine/monkey/shake/{UnityEngine.Random.Range(1, 6)}");
|
||||
}
|
||||
queuedInputs.Add(new QueuedTambourineInput()
|
||||
{
|
||||
hit = hit,
|
||||
beatAwayFromStart = beat - intervalStartBeat,
|
||||
});
|
||||
}
|
||||
|
||||
public void PassTurn(float beat, float length)
|
||||
{
|
||||
if (queuedInputs.Count == 0) return;
|
||||
monkeyAnimator.Play("MonkeyPassTurn", 0, 0);
|
||||
Jukebox.PlayOneShotGame($"tambourine/monkey/turnPass/{UnityEngine.Random.Range(1, 6)}");
|
||||
happyFace.SetActive(true);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 0.3f, delegate { happyFace.SetActive(false); })
|
||||
});
|
||||
foreach (var input in queuedInputs)
|
||||
{
|
||||
if (input.hit)
|
||||
{
|
||||
ScheduleInput(beat, length + input.beatAwayFromStart, InputType.STANDARD_ALT_DOWN , JustHit, Miss , Nothing);
|
||||
}
|
||||
else
|
||||
{
|
||||
ScheduleInput(beat, length + input.beatAwayFromStart, InputType.STANDARD_DOWN, JustShake, Miss, Nothing);
|
||||
}
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + length + input.beatAwayFromStart, delegate { Bop(beat + length + input.beatAwayFromStart, (int)WhoBops.Monkey); })
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void Bop(float beat, int whoBops)
|
||||
{
|
||||
switch (whoBops)
|
||||
{
|
||||
case (int) WhoBops.Monkey:
|
||||
monkeyAnimator.Play("MonkeyBop", 0, 0);
|
||||
break;
|
||||
case (int) WhoBops.Player:
|
||||
handsAnimator.Play("Bop", 0, 0);
|
||||
break;
|
||||
case (int) WhoBops.Both:
|
||||
monkeyAnimator.Play("MonkeyBop", 0, 0);
|
||||
handsAnimator.Play("Bop", 0, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void SuccessFace(float beat)
|
||||
{
|
||||
DesummonFrog();
|
||||
if (misses > 0) return;
|
||||
flowerParticles.Play();
|
||||
Jukebox.PlayOneShotGame($"tambourine/player/turnPass/sweep");
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("tambourine/player/turnPass/note1", beat),
|
||||
new MultiSound.Sound("tambourine/player/turnPass/note2", beat + 0.1f),
|
||||
new MultiSound.Sound("tambourine/player/turnPass/note3", beat + 0.2f),
|
||||
new MultiSound.Sound("tambourine/player/turnPass/note3", beat + 0.3f),
|
||||
}, forcePlay: true);
|
||||
happyFace.SetActive(true);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 1, delegate { happyFace.SetActive(false); }),
|
||||
});
|
||||
}
|
||||
|
||||
public void JustHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
handsAnimator.Play("Smack", 0, 0);
|
||||
Jukebox.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
|
||||
Jukebox.PlayOneShotGame("tambourine/miss");
|
||||
sweatAnimator.Play("Sweating", 0, 0);
|
||||
misses++;
|
||||
if (!intervalStarted)
|
||||
{
|
||||
sadFace.SetActive(true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
Success(true);
|
||||
}
|
||||
|
||||
public void JustShake(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
handsAnimator.Play("Shake", 0, 0);
|
||||
Jukebox.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
|
||||
Jukebox.PlayOneShotGame("tambourine/miss");
|
||||
sweatAnimator.Play("Sweating", 0, 0);
|
||||
misses++;
|
||||
if (!intervalStarted)
|
||||
{
|
||||
sadFace.SetActive(true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
Success(false);
|
||||
}
|
||||
|
||||
public void Success(bool hit)
|
||||
{
|
||||
sadFace.SetActive(false);
|
||||
if (hit)
|
||||
{
|
||||
handsAnimator.Play("Smack", 0, 0);
|
||||
Jukebox.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
|
||||
}
|
||||
else
|
||||
{
|
||||
handsAnimator.Play("Shake", 0, 0);
|
||||
Jukebox.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
|
||||
}
|
||||
}
|
||||
|
||||
public void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
SummonFrog();
|
||||
sweatAnimator.Play("Sweating", 0, 0);
|
||||
misses++;
|
||||
if (!intervalStarted)
|
||||
{
|
||||
sadFace.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, float beats)
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
|
||||
if (seconds == 0)
|
||||
{
|
||||
bg.color = color;
|
||||
}
|
||||
else
|
||||
{
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats)
|
||||
{
|
||||
ChangeBackgroundColor(start, 0f);
|
||||
ChangeBackgroundColor(end, beats);
|
||||
}
|
||||
|
||||
public void SummonFrog()
|
||||
{
|
||||
if (frogPresent) return;
|
||||
Jukebox.PlayOneShotGame("tambourine/frog");
|
||||
frogAnimator.Play("FrogEnter", 0, 0);
|
||||
frogPresent = true;
|
||||
}
|
||||
|
||||
public void DesummonFrog()
|
||||
{
|
||||
if (!frogPresent) return;
|
||||
frogAnimator.Play("FrogExit", 0, 0);
|
||||
frogPresent = false;
|
||||
}
|
||||
|
||||
public void Nothing(PlayerActionEvent caller) {}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue