Various small additions and changes (#105)

* Fan Club: spotlight effects

* new icons for Pajama Party, Karate Man

* Editor: make context use Rodin font

* idem for entities

* Blue Bear: import HQ texture

* Pajama Party: option to sleep forever

* Space Soccer: option to mute the dispense sound
This commit is contained in:
minenice55 2022-06-18 02:31:19 -04:00 committed by GitHub
parent 342f3d6771
commit ae017fdeef
48 changed files with 10144 additions and 1494 deletions

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View file

@ -99,7 +99,7 @@ namespace HeavenStudio.Games
public enum StageAnimations {
Reset,
Flash,
//TODO: spotlight
Spot
}
public enum IdolPerformanceType {
Normal,
@ -119,6 +119,9 @@ namespace HeavenStudio.Games
public GameObject spectator;
public GameObject spectatorAnchor;
[Header("References")]
public Material spectatorMat;
// end userdata
//arisa's animation controller
@ -200,6 +203,8 @@ namespace HeavenStudio.Games
{
idolAnimator.Play("NoPose" + GetPerformanceSuffix(), -1, 0);
}
ToSpot();
}
public static string GetPerformanceSuffix()
@ -410,13 +415,28 @@ namespace HeavenStudio.Games
{
case (int) StageAnimations.Reset:
StageAnimator.Play("Bg", -1, 0);
ToSpot();
break;
case (int) StageAnimations.Flash:
StageAnimator.Play("Bg_Light", -1, 0);
ToSpot();
break;
case (int) StageAnimations.Spot:
StageAnimator.Play("Bg_Spot", -1, 0);
ToSpot(false);
break;
}
}
public void ToSpot(bool unspot = true)
{
Arisa.GetComponent<NtrIdolAri>().ToSpot(unspot);
if (unspot)
spectatorMat.SetColor("_Color", new Color(1, 1, 1, 1));
else
spectatorMat.SetColor("_Color", new Color(117/255f, 177/255f, 209/255f, 1));
}
private void DoIdolJump(float beat, float length = 3f)
{
DisableBop(beat, length);

View file

@ -10,6 +10,9 @@ public class NtrIdolAri : MonoBehaviour
public ParticleSystem idolKissEffect;
public ParticleSystem idolWinkArrEffect;
[Header("References")]
public Material coreMat;
public void ClapParticle()
{
idolClapEffect.Play();
@ -29,4 +32,12 @@ public class NtrIdolAri : MonoBehaviour
{
idolWinkArrEffect.Play();
}
public void ToSpot(bool unspot = true)
{
if (unspot)
coreMat.SetColor("_AddColor", new Color(0, 0, 0, 0));
else
coreMat.SetColor("_AddColor", new Color(0, 100/255f, 200/255f, 0));
}
}

View file

@ -124,7 +124,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
Projectile.SetActive(true);
}
public void ReadySleep(float beat)
public void ReadySleep(float beat, int action)
{
var cond = Conductor.instance;
startThrowTime = Single.MinValue;
@ -161,7 +161,9 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
seq.Add(new BeatAction.Action( beat + 3f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep"); }));
seq.Add(new BeatAction.Action( beat + 4f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); }));
}
seq.Add(new BeatAction.Action( beat + 7f, delegate { anim.DoScaledAnimationAsync("MonkeyAwake"); }));
if (action != (int) PajamaParty.SleepType.NoAwake)
seq.Add(new BeatAction.Action( beat + 7f, delegate { anim.DoScaledAnimationAsync("MonkeyAwake"); }));
BeatAction.New(Monkey, seq);
}

View file

@ -34,12 +34,14 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
bool throwType = true;
bool hasThrown = false;
bool throwNg = false;
bool longSleep = false;
public bool canSleep = false;
void Awake()
{
anim = Player.GetComponent<Animator>();
longSleep = false;
}
// Update is called once per frame
@ -306,7 +308,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
//
// sleep cue
public void StartSleepSequence(float beat, bool alt)
public void StartSleepSequence(float beat, bool alt, int action)
{
if (hasJumped)
{
@ -347,6 +349,11 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
Player.transform.localPosition = new Vector3(0, 0);
Shadow.transform.localScale = new Vector3(1.65f, 1f, 1f);
if (action == (int) PajamaParty.SleepType.NoAwake)
{
longSleep = true;
}
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(
@ -394,16 +401,20 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
Jukebox.PlayOneShotGame("pajamaParty/siesta4");
anim.DoScaledAnimationAsync("MakoSleepJust");
BeatAction.New(Player, new List<BeatAction.Action>()
if (!longSleep)
{
new BeatAction.Action(
caller.startBeat + 7f,
delegate {
anim.DoScaledAnimationAsync("MakoAwake");
Jukebox.PlayOneShotGame("pajamaParty/siestaDone");
}
),
});
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(
caller.startBeat + 7f,
delegate {
anim.DoScaledAnimationAsync("MakoAwake");
Jukebox.PlayOneShotGame("pajamaParty/siestaDone");
}
),
});
}
longSleep = false;
}
}
}

View file

@ -22,8 +22,9 @@ namespace HeavenStudio.Games.Loaders
inactiveFunction: delegate {PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat);}
),
//idem
new GameAction("slumber", delegate {var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e.toggle);}, 8f, false, parameters: new List<Param>()
new GameAction("slumber", delegate {var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e.toggle, e.type);}, 8f, false, parameters: new List<Param>()
{
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
},
inactiveFunction: delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e.toggle);}
@ -66,6 +67,12 @@ namespace HeavenStudio.Games
static float WantThrowSequence = Single.MinValue;
static float WantSleepSequence = Single.MinValue;
static bool WantSleepType = false;
static int WantSleepAction = (int) PajamaParty.SleepType.Normal;
public enum SleepType {
Normal,
NoAwake,
}
void Awake()
{
@ -128,7 +135,7 @@ namespace HeavenStudio.Games
}
if (WantSleepSequence != Single.MinValue)
{
DoSleepSequence(WantSleepSequence, WantSleepType, false);
DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false);
WantSleepSequence = Single.MinValue;
}
}
@ -245,11 +252,11 @@ namespace HeavenStudio.Games
}, forcePlay: force);
}
public void DoSleepSequence(float beat, bool alt = false, bool doSound = true)
public void DoSleepSequence(float beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true)
{
var cond = Conductor.instance;
Mako.StartSleepSequence(beat, alt);
MonkeySleep(beat);
Mako.StartSleepSequence(beat, alt, action);
MonkeySleep(beat, action);
if (doSound)
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/siesta1", beat),
@ -330,13 +337,13 @@ namespace HeavenStudio.Games
}
}
public void MonkeySleep(float beat)
public void MonkeySleep(float beat, int action)
{
foreach (CtrPillowMonkey monkey in monkeys)
{
if (monkey != null)
{
monkey.ReadySleep(beat);
monkey.ReadySleep(beat, action);
}
}
}

View file

@ -12,8 +12,12 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List<GameAction>()
{
new GameAction("ball dispense", delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat); }, 2f,
inactiveFunction: delegate { SpaceSoccer.DispenseSound(eventCaller.currentEntity.beat); }),
new GameAction("ball dispense", delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat, !eventCaller.currentEntity.toggle); }, 2f,
parameters: new List<Param>()
{
new Param("toggle", false, "Disable Sound", "Disables the dispense sound")
},
inactiveFunction: delegate { if (!eventCaller.currentEntity.toggle) { SpaceSoccer.DispenseSound(eventCaller.currentEntity.beat); } }),
new GameAction("keep-up", delegate { }, 4f, true),
new GameAction("high kick-toe!", delegate { }, 3f, false, new List<Param>()
{

View file

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Properties
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_ColorMask ("Color Mask", Float) = 15
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}
SubShader
{
Tags
{
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Ref [_Stencil]
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Cull Off
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ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
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#pragma target 2.0
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#include "UnityUI.cginc"
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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sampler2D _MainTex;
fixed4 _Color;
fixed4 _AddColor;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
half a = color.a;
fixed4 screen = 1.0 - (1.0 - _AddColor.rgba) * (1.0 - color.rgba);
color = screen * _Color.rgba;
color.a = a;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#ifdef UNITY_UI_ALPHACLIP
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ENDCG
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