I never wanna work on a Call and respone game ever again (#220)

* 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

* fix

* FIXED???

* FIXED FOR REAL
This commit is contained in:
Rapandrasmus 2023-01-22 03:17:10 +01:00 committed by GitHub
parent f95859ce11
commit 9b64f01384
4 changed files with 77 additions and 25 deletions

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@ -25485,7 +25485,7 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1589389272}
m_HandleRect: {fileID: 1589389271}
m_Direction: 2
m_Value: 0
m_Value: 1
m_Size: 1
m_NumberOfSteps: 0
m_OnValueChanged:
@ -32510,7 +32510,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 1, y: 0.5}
m_AnchoredPosition: {x: 0, y: 124.46796}
m_AnchoredPosition: {x: 0, y: 124.46795}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 1}
--- !u!114 &1154875944

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@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Loaders
new GameAction("beat intervals", "Start Interval")
{
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.StartInterval(e.beat, e.length); },
defaultLength = 4f,
defaultLength = 8f,
resizable = true,
priority = 1
},
@ -24,13 +24,13 @@ namespace HeavenStudio.Games.Loaders
{
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, false); },
defaultLength = 0.5f,
priority = 2
priority = 1
},
new GameAction("hit", "Hit")
{
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, true); },
defaultLength = 0.5f,
priority = 2
priority = 1
},
new GameAction("pass turn", "Pass Turn")
{
@ -107,7 +107,7 @@ namespace HeavenStudio.Games
[Header("Variables")]
bool intervalStarted;
float intervalStartBeat;
float beatInterval = 4f;
float beatInterval = 8f;
float misses;
bool frogPresent;
@ -181,7 +181,7 @@ namespace HeavenStudio.Games
intervalStarted = true;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + beatInterval, delegate { intervalStarted = false; }),
new BeatAction.Action(beat + interval, delegate { intervalStarted = false; }),
});
}
}

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