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Lockstep Initialization (#203)
* Lockstep fansodnason * More Lockstep Implemented the new sprites (still needs work). Added new Icon. * More lockstep stuff i have no clue * Animation Tweaking I fiddled around with numbers weeeeeeeeeeeeeeee
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Assets/Resources/Games/lockstep.prefab
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253
Assets/Scripts/Games/Lockstep/Lockstep.cs
Normal file
253
Assets/Scripts/Games/Lockstep/Lockstep.cs
Normal file
|
@ -0,0 +1,253 @@
|
|||
/* I do not know crap about Unity or C#
|
||||
Almost none of this code is mine, but it's all fair game when the game you're stealing from
|
||||
borrowed from other games */
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
using static Minigames;
|
||||
public static class NtrBackbeatLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("lockstep", "Lockstep \n<color=#eb5454>[WIP]</color>", "0058CE", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Bop(e.beat, e["toggle"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Reset Pose", "Resets to idle pose.")
|
||||
},
|
||||
defaultLength = 1f,
|
||||
},
|
||||
|
||||
|
||||
|
||||
new GameAction("hai", "Hai!")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); },
|
||||
defaultLength = 1f,
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);}
|
||||
|
||||
|
||||
},
|
||||
|
||||
new GameAction("offbeatSwitch", "Switch to Offbeat")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatSwitch(e.beat); },
|
||||
defaultLength = 8f
|
||||
|
||||
|
||||
},
|
||||
|
||||
new GameAction("onbeatSwitch", "Switch to Onbeat")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OffbeatSwitch(e.beat); },
|
||||
defaultLength = 2f
|
||||
|
||||
|
||||
},
|
||||
|
||||
new GameAction("marching", "Onbeat Stepping")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatStep(e.beat, e.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
hidden = true
|
||||
},
|
||||
|
||||
new GameAction("startStepping", "Start Stepping")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.BeginStepping(e.beat); },
|
||||
defaultLength = 1f,
|
||||
hidden = true
|
||||
|
||||
},
|
||||
|
||||
new GameAction("test1", "onbeat march test")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatMarch(e.beat); },
|
||||
defaultLength = 1f,
|
||||
hidden = true
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
// using Scripts_Lockstep;
|
||||
public class Lockstep : Minigame
|
||||
{
|
||||
|
||||
|
||||
// private Animator stepswitcher;
|
||||
|
||||
|
||||
public Animator stepswitcherP;
|
||||
public Animator stepswitcher0;
|
||||
public Animator stepswitcher1;
|
||||
|
||||
public GameObject Player;
|
||||
|
||||
|
||||
[Header("Properties")]
|
||||
public GameEvent bop = new GameEvent();
|
||||
public bool goStep;
|
||||
|
||||
public float steppingLength;
|
||||
public float steppingStartBeat;
|
||||
private float lastReportedBeat = 0f;
|
||||
|
||||
|
||||
public static Lockstep instance { get; set; }
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
goStep = false;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
public void Update()
|
||||
{
|
||||
|
||||
var cond = Conductor.instance;
|
||||
|
||||
if (goStep)
|
||||
{
|
||||
print("stepping is on");
|
||||
if (Conductor.instance.ReportBeat(ref lastReportedBeat))
|
||||
{
|
||||
print("one small step for switch");
|
||||
Jukebox.PlayOneShotGame("Lockstep/marchOnBeat1");
|
||||
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow())
|
||||
{
|
||||
//Jukebox.PlayOneShot("miss");
|
||||
|
||||
|
||||
var beatAnimCheck = Math.Round(Conductor.instance.songPositionInBeats * 2);
|
||||
print("check: " + beatAnimCheck);
|
||||
var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch");
|
||||
|
||||
Jukebox.PlayOneShotGame("lockstep/miss");
|
||||
stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void Bop(float beat, bool reset)
|
||||
{
|
||||
|
||||
if(reset)
|
||||
{
|
||||
stepswitcher0.DoScaledAnimationAsync("BopReset", 0.5f);
|
||||
stepswitcher1.DoScaledAnimationAsync("BopReset", 0.5f);
|
||||
stepswitcherP.DoScaledAnimationAsync("BopReset", 0.5f);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
stepswitcher0.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
stepswitcher1.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
stepswitcherP.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void Hai(float beat)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("lockstep/switch1");
|
||||
}
|
||||
|
||||
public void BeginStepping(float beat)
|
||||
{
|
||||
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { goStep = true; }),
|
||||
});
|
||||
|
||||
print("Start Stepping");
|
||||
print(goStep);
|
||||
}
|
||||
|
||||
|
||||
public void OnbeatSwitch(float beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("lockstep/switch1", beat),
|
||||
new MultiSound.Sound("lockstep/switch1", beat + 1f),
|
||||
new MultiSound.Sound("lockstep/switch1", beat + 2f),
|
||||
new MultiSound.Sound("lockstep/switch2", beat + 3f),
|
||||
new MultiSound.Sound("lockstep/switch3", beat + 3.5f),
|
||||
|
||||
new MultiSound.Sound("lockstep/switch4", beat + 4.5f),
|
||||
new MultiSound.Sound("lockstep/switch4", beat + 5.5f),
|
||||
new MultiSound.Sound("lockstep/switch4", beat + 6.5f),
|
||||
new MultiSound.Sound("lockstep/switch4", beat + 7.5f),
|
||||
}, forcePlay: false);
|
||||
}
|
||||
|
||||
public void OffbeatSwitch(float beat)
|
||||
{
|
||||
var sound = new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("lockstep/switch5", beat),
|
||||
new MultiSound.Sound("lockstep/switch6", beat + 0.5f),
|
||||
new MultiSound.Sound("lockstep/switch5", beat + 1f),
|
||||
new MultiSound.Sound("lockstep/switch6", beat + 1.5f)
|
||||
};
|
||||
|
||||
|
||||
MultiSound.Play(sound);
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void OnbeatStep(float beat, float length)
|
||||
{
|
||||
/*marching.length = length;
|
||||
marching.startBeat = beat;
|
||||
print("onbeatstep len: " + marching.length);
|
||||
print("onbeatstep start: " + marching.startBeat);*/
|
||||
}
|
||||
|
||||
public void OnbeatMarch(float beat)
|
||||
{
|
||||
|
||||
stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
Jukebox.PlayOneShotGame("lockstep/marchOnbeat1");
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/Lockstep/Lockstep.cs.meta
Normal file
11
Assets/Scripts/Games/Lockstep/Lockstep.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8b073f408da6b9a49a796d5ba8777d33
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
24
Assets/Scripts/Games/Lockstep/StepSwitcher.cs
Normal file
24
Assets/Scripts/Games/Lockstep/StepSwitcher.cs
Normal file
|
@ -0,0 +1,24 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_Lockstep
|
||||
{
|
||||
public class StepSwitcher : PlayerActionObject
|
||||
{
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Awake()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/Lockstep/StepSwitcher.cs.meta
Normal file
11
Assets/Scripts/Games/Lockstep/StepSwitcher.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2fcc6103baa36c048b9f5dfc086bdd98
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
UpgradeLog.htm
Normal file
BIN
UpgradeLog.htm
Normal file
Binary file not shown.
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Reference in a new issue