Double Date (#366)

* Got the inputs and audio in

* Fixed some things

* kick anim

* more stuff

* anim stuff

* particle mistake oops

* Oops. I am sorry

* Implemented visual stuff

* Made animations scaled to be faster

* Fixes

* lots of anims

* More anims implemented

---------

Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
ev 2023-03-26 23:12:23 -04:00 committed by GitHub
parent 64a9155947
commit 8ccced19b6
52 changed files with 33797 additions and 1202 deletions

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View file

@ -6,20 +6,45 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DoubleDate
{
public class Rocket : PlayerActionObject
public class Basketball : PlayerActionObject
{
public bool isSparkler;
private DoubleDate game;
// Start is called before the first frame update
void Awake()
{
game = DoubleDate.instance;
}
// Update is called once per frame
void Update()
public void Init(float beat)
{
game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Miss, Empty);
}
void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShot("miss");
game.Kick(false);
Destroy(gameObject); //Remove this when doing the ball movement
return;
}
Hit();
}
void Hit()
{
game.Kick();
Jukebox.PlayOneShotGame("doubleDate/kick");
Destroy(gameObject); //Remove this when doing the ball movement
}
void Miss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("doubleDate/weasel_hide");
Destroy(gameObject); //Remove this when doing the ball movement
}
void Empty(PlayerActionEvent caller) { }
}
}

View file

@ -9,23 +9,33 @@ namespace HeavenStudio.Games.Loaders
public static class RvlDoubleDateLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("doubleDate", "Double Date \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "ef854a", false, false, new List<GameAction>()
return new Minigame("doubleDate", "Double Date", "ef854a", false, false, new List<GameAction>()
{
new GameAction("soccerBall", "Soccer Ball")
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; DoubleDate.instance.ball(e.beat, e["type"]); },
defaultLength = 2,
function = delegate { var e = eventCaller.currentEntity; DoubleDate.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Should the two couples bop?"),
new Param("autoBop", false, "Bop (Auto)", "Should the two couples auto bop?")
}
},
new GameAction("basketball", "Basketball")
new GameAction("soccer", "Soccer Ball")
{
function = delegate { var e = eventCaller.currentEntity; DoubleDate.instance.ball(e.beat, e["type"]); },
defaultLength = 2,
function = delegate { var e = eventCaller.currentEntity; DoubleDate.instance.SpawnSoccerBall(e.beat); },
defaultLength = 2f,
},
new GameAction("basket", "Basket Ball")
{
function = delegate { var e = eventCaller.currentEntity; DoubleDate.instance.SpawnBasketBall(e.beat); },
defaultLength = 2f,
},
new GameAction("football", "Football")
{
function = delegate { var e = eventCaller.currentEntity; DoubleDate.instance.ball(e.beat, e["type"]); },
defaultLength = 2,
}
function = delegate { var e = eventCaller.currentEntity; DoubleDate.instance.SpawnFootBall(e.beat); },
defaultLength = 2.5f,
},
});
}
}
@ -37,27 +47,126 @@ namespace HeavenStudio.Games
public class DoubleDate : Minigame
{
[Header("Prefabs")]
[SerializeField] SoccerBall soccer;
[SerializeField] Basketball basket;
[SerializeField] Football football;
[SerializeField] GameObject leaves;
[Header("Components")]
[SerializeField] Animator boyAnim;
[SerializeField] Animator girlAnim;
[SerializeField] DoubleDateWeasels weasels;
[SerializeField] Animator treeAnim;
[Header("Variables")]
bool shouldBop = true;
bool canBop = true;
GameEvent bop = new GameEvent();
public static DoubleDate instance;
[Header("Objects")]
public Animator soccerBallAnim;
public Animator basketballAnim;
public Animator footballAnim;
private void Awake()
{
instance = this;
}
private void HitSound(bool applause)
void Update()
{
Jukebox.PlayOneShotGame("doubleDate/kick");
if (applause) Jukebox.PlayOneShot("applause");
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1) && shouldBop)
{
SingleBop();
}
}
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
Jukebox.PlayOneShotGame("doubleDate/kick_whiff");
Kick(true, true, false);
}
}
public void ball(float beat, int type)
public void ToggleBop(bool go)
{
Jukebox.PlayOneShotGame("doubleDate/soccerBall");
canBop = go;
}
public void Bop(float beat, float length, bool goBop, bool autoBop)
{
shouldBop = autoBop;
if (goBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate { SingleBop(); })
});
}
}
}
void SingleBop()
{
if (canBop)
{
boyAnim.DoScaledAnimationAsync("IdleBop", 1f);
}
girlAnim.DoScaledAnimationAsync("GirlBop", 1f);
weasels.Bop();
}
public void Kick(bool hit = true, bool forceNoLeaves = false, bool weaselsHappy = true)
{
if (hit)
{
boyAnim.DoScaledAnimationAsync("Kick", 1f);
if (weaselsHappy) weasels.Happy();
if (!forceNoLeaves)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(Conductor.instance.songPositionInBeats + 1f, delegate
{
GameObject spawnedLeaves = Instantiate(leaves, transform);
spawnedLeaves.SetActive(true);
treeAnim.DoScaledAnimationAsync("TreeRustle", 1f);
})
});
}
}
else
{
boyAnim.DoScaledAnimationAsync("Barely", 1f);
}
}
public void SpawnSoccerBall(float beat)
{
SoccerBall spawnedBall = Instantiate(soccer, instance.transform);
spawnedBall.Init(beat);
Jukebox.PlayOneShotGame("doubleDate/soccerBounce", beat);
}
public void SpawnBasketBall(float beat)
{
Basketball spawnedBall = Instantiate(basket, instance.transform);
spawnedBall.Init(beat);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("doubleDate/basketballBounce", beat),
new MultiSound.Sound("doubleDate/basketballBounce", beat + 0.75f),
});
}
public void SpawnFootBall(float beat)
{
Football spawnedBall = Instantiate(football, instance.transform);
spawnedBall.Init(beat);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("doubleDate/footballBounce", beat),
new MultiSound.Sound("doubleDate/footballBounce", beat + 0.75f),
});
}
}

View file

@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DoubleDate
{
public class DoubleDateBoy : MonoBehaviour
{
private DoubleDate game;
void Awake()
{
game = DoubleDate.instance;
}
//Animation events are silly
public void DisableBop()
{
game.ToggleBop(false);
}
public void EnableBop()
{
game.ToggleBop(true);
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8b3f9beb2d20b8a469823968490af373
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DoubleDate
{
public class DoubleDateWeasels : MonoBehaviour
{
bool canBop = true;
Animator anim;
private DoubleDate game;
void Awake()
{
game = DoubleDate.instance;
anim = GetComponent<Animator>();
}
public void Bop()
{
if (canBop)
{
anim.DoScaledAnimationAsync("WeaselsBop", 1f);
}
}
public void Happy()
{
anim.DoScaledAnimationAsync("WeaselsHappy", 1f);
}
public void ToggleBop()
{
canBop = !canBop;
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: cb76c83ad1aee9d46838f098e7a18b66
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -8,18 +8,44 @@ namespace HeavenStudio.Games.Scripts_DoubleDate
{
public class Football : PlayerActionObject
{
public bool isSparkler;
private DoubleDate game;
// Start is called before the first frame update
void Awake()
{
game = DoubleDate.instance;
}
// Update is called once per frame
void Update()
public void Init(float beat)
{
game.ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, Just, Miss, Empty);
}
void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShot("miss");
game.Kick(false);
Destroy(gameObject); //Remove this when doing the ball movement
return;
}
Hit();
}
void Hit()
{
game.Kick(true, true);
Jukebox.PlayOneShotGame("doubleDate/footballKick");
Destroy(gameObject); //Remove this when doing the ball movement
}
void Miss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("doubleDate/weasel_hit");
Jukebox.PlayOneShotGame("doubleDate/weasel_scream");
Destroy(gameObject); //Remove this when doing the ball movement
}
void Empty(PlayerActionEvent caller) { }
}
}

View file

@ -8,16 +8,43 @@ namespace HeavenStudio.Games.Scripts_DoubleDate
{
public class SoccerBall : PlayerActionObject
{
// Start is called before the first frame update
private DoubleDate game;
void Awake()
{
game = DoubleDate.instance;
}
// Update is called once per frame
void Update()
public void Init(float beat)
{
game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Miss, Empty);
}
void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShot("miss");
game.Kick(false);
Destroy(gameObject); //Remove this when doing the ball movement
return;
}
Hit();
}
void Hit()
{
game.Kick();
Jukebox.PlayOneShotGame("doubleDate/kick");
Destroy(gameObject); //Remove this when doing the ball movement
}
void Miss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("doubleDate/weasel_hide");
Destroy(gameObject); //Remove this when doing the ball movement
}
void Empty(PlayerActionEvent caller) { }
}
}