mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 13:03:05 +00:00
commit
d3bd5dbf40
98 changed files with 38386 additions and 11 deletions
8
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8744
Assets/Resources/Games/samuraiSliceNtr.prefab
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8744
Assets/Resources/Games/samuraiSliceNtr.prefab
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File diff suppressed because it is too large
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7
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textureFormatSet: 0
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applyGammaDecoding: 0
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platformSettings:
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buildTarget: DefaultTexturePlatform
|
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maxTextureSize: 2048
|
||||||
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resizeAlgorithm: 0
|
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|
textureFormat: -1
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textureCompression: 1
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|
compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
|
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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physicsShape: []
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bones: []
|
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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secondaryTextures: []
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folderAsset: yes
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folderAsset: yes
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externalObjects: {}
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externalObjects: {}
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externalObjects: {}
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externalObjects: {}
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|
|
|
@ -2,6 +2,9 @@ using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
using HeavenStudio.Util;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
namespace HeavenStudio
|
namespace HeavenStudio
|
||||||
{
|
{
|
||||||
public class GameCamera : MonoBehaviour
|
public class GameCamera : MonoBehaviour
|
||||||
|
@ -9,6 +12,42 @@ namespace HeavenStudio
|
||||||
public static GameCamera instance { get; private set; }
|
public static GameCamera instance { get; private set; }
|
||||||
public new Camera camera;
|
public new Camera camera;
|
||||||
|
|
||||||
|
private List<Beatmap.Entity> positionEvents = new List<Beatmap.Entity>();
|
||||||
|
private List<Beatmap.Entity> rotationEvents = new List<Beatmap.Entity>();
|
||||||
|
private List<Beatmap.Entity> scaleEvents = new List<Beatmap.Entity>();
|
||||||
|
|
||||||
|
/**
|
||||||
|
default cam position, for quick-resetting
|
||||||
|
**/
|
||||||
|
static Vector3 defaultPosition = new Vector3(0, 0, -10);
|
||||||
|
static Vector3 defaultRotEluer = new Vector3(0, 0, 0);
|
||||||
|
static Vector3 defaultScale = new Vector3(16, 9, 1);
|
||||||
|
|
||||||
|
/**
|
||||||
|
camera's current transformation
|
||||||
|
TODO: stretching (the scale param) not working, will need help with this cause I don't understand Unity's camera
|
||||||
|
**/
|
||||||
|
private static Vector3 position;
|
||||||
|
private static Vector3 rotEluer;
|
||||||
|
private static Vector3 scale;
|
||||||
|
|
||||||
|
/**
|
||||||
|
camera's last transformation
|
||||||
|
TODO: stretching (the scaleLast param) not working, will need help with this cause I don't understand Unity's camera
|
||||||
|
**/
|
||||||
|
private static Vector3 positionLast;
|
||||||
|
private static Vector3 rotEluerLast;
|
||||||
|
private static Vector3 scaleLast;
|
||||||
|
|
||||||
|
/**
|
||||||
|
transformations to apply *after* the global transform,
|
||||||
|
to use in minigame scripts (Spaceball, Rhythm Rally, Built to Scale, etc.)
|
||||||
|
and NOT in the editor
|
||||||
|
**/
|
||||||
|
public static Vector3 additionalPosition;
|
||||||
|
public static Vector3 additionalRotEluer;
|
||||||
|
public static Vector3 additionalScale;
|
||||||
|
|
||||||
[Header("Components")]
|
[Header("Components")]
|
||||||
public Color baseColor;
|
public Color baseColor;
|
||||||
|
|
||||||
|
@ -20,7 +59,108 @@ namespace HeavenStudio
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
|
GameManager.instance.onBeatChanged += OnBeatChanged;
|
||||||
camera.backgroundColor = baseColor;
|
camera.backgroundColor = baseColor;
|
||||||
|
|
||||||
|
ResetTransforms();
|
||||||
|
ResetAdditionalTransforms();
|
||||||
|
|
||||||
|
positionLast = defaultPosition;
|
||||||
|
rotEluerLast = defaultRotEluer;
|
||||||
|
scaleLast = defaultScale;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnBeatChanged(float beat)
|
||||||
|
{
|
||||||
|
ResetTransforms();
|
||||||
|
ResetAdditionalTransforms();
|
||||||
|
|
||||||
|
positionLast = defaultPosition;
|
||||||
|
rotEluerLast = defaultRotEluer;
|
||||||
|
scaleLast = defaultScale;
|
||||||
|
|
||||||
|
// this entire thing is a mess redo it later
|
||||||
|
//pos
|
||||||
|
positionEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "move camera" });
|
||||||
|
|
||||||
|
//rot
|
||||||
|
rotationEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "rotate camera" });
|
||||||
|
|
||||||
|
//scale (TODO)
|
||||||
|
// scaleEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "scale camera" });
|
||||||
|
|
||||||
|
UpdateCameraTranslate();
|
||||||
|
UpdateCameraRotate();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
UpdateCameraTranslate();
|
||||||
|
UpdateCameraRotate();
|
||||||
|
|
||||||
|
Camera cam = GetCamera();
|
||||||
|
cam.transform.localPosition = position + additionalPosition;
|
||||||
|
cam.transform.eulerAngles = rotEluer + additionalRotEluer;
|
||||||
|
cam.transform.localScale = Vector3.Scale(scale, additionalScale);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateCameraTranslate()
|
||||||
|
{
|
||||||
|
foreach (var e in positionEvents)
|
||||||
|
{
|
||||||
|
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||||
|
if (prog >= 0f)
|
||||||
|
{
|
||||||
|
EasingFunction.Function func = EasingFunction.GetEasingFunction(e.ease);
|
||||||
|
float dx = func(positionLast.x, e.valA, Mathf.Min(prog, 1f));
|
||||||
|
float dy = func(positionLast.y, e.valB, Mathf.Min(prog, 1f));
|
||||||
|
float dz = func(positionLast.z, -e.valC, Mathf.Min(prog, 1f));
|
||||||
|
position = new Vector3(dx, dy, dz);
|
||||||
|
}
|
||||||
|
if (prog > 1f)
|
||||||
|
{
|
||||||
|
positionLast = new Vector3(e.valA, e.valB, -e.valC);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateCameraRotate()
|
||||||
|
{
|
||||||
|
foreach (var e in rotationEvents)
|
||||||
|
{
|
||||||
|
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||||
|
if (prog >= 0f)
|
||||||
|
{
|
||||||
|
EasingFunction.Function func = EasingFunction.GetEasingFunction(e.ease);
|
||||||
|
float dx = func(rotEluerLast.x, e.valA, Mathf.Min(prog, 1f));
|
||||||
|
float dy = func(rotEluerLast.y, e.valB, Mathf.Min(prog, 1f));
|
||||||
|
float dz = func(rotEluerLast.z, e.valC, Mathf.Min(prog, 1f));
|
||||||
|
rotEluer = new Vector3(dx, dy, dz);
|
||||||
|
}
|
||||||
|
if (prog > 1f)
|
||||||
|
{
|
||||||
|
rotEluerLast = new Vector3(e.valA, e.valB, -e.valC);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void ResetTransforms()
|
||||||
|
{
|
||||||
|
position = defaultPosition;
|
||||||
|
rotEluer = defaultRotEluer;
|
||||||
|
scale = defaultScale;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void ResetAdditionalTransforms()
|
||||||
|
{
|
||||||
|
additionalPosition = new Vector3(0, 0, 0);
|
||||||
|
additionalRotEluer = new Vector3(0, 0, 0);
|
||||||
|
additionalScale = new Vector3(1, 1, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Camera GetCamera()
|
||||||
|
{
|
||||||
|
return instance.camera;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -444,7 +444,7 @@ namespace HeavenStudio
|
||||||
|
|
||||||
public void ResetCamera()
|
public void ResetCamera()
|
||||||
{
|
{
|
||||||
GameCamera.transform.localPosition = new Vector3(0, 0, -10);
|
HeavenStudio.GameCamera.ResetAdditionalTransforms();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
8
Assets/Scripts/Games/SamuraiSliceNtr.meta
Normal file
8
Assets/Scripts/Games/SamuraiSliceNtr.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 440c5554544146b448285c8d5ea9bd26
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
59
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs
Normal file
59
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs
Normal file
|
@ -0,0 +1,59 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games.Scripts_NtrSamurai
|
||||||
|
{
|
||||||
|
public class NtrSamurai : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("References")]
|
||||||
|
public Animator animator;
|
||||||
|
|
||||||
|
[Header("Properties")]
|
||||||
|
public bool stepping;
|
||||||
|
|
||||||
|
public void Init()
|
||||||
|
{
|
||||||
|
stepping = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Bop()
|
||||||
|
{
|
||||||
|
if (!stepping && !(animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash"))
|
||||||
|
animator.Play("Beat", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Step(bool off)
|
||||||
|
{
|
||||||
|
stepping = !off;
|
||||||
|
if (off)
|
||||||
|
{
|
||||||
|
animator.Play("Beat", -1, 0);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash")
|
||||||
|
animator.Play("StepSeathe", -1, 0);
|
||||||
|
else
|
||||||
|
animator.Play("Step", -1, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Slash()
|
||||||
|
{
|
||||||
|
stepping = false;
|
||||||
|
animator.Play("Slash", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool isStepping()
|
||||||
|
{
|
||||||
|
return stepping;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs.meta
Normal file
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 91edf50b6967f864ca699d5f3dd0de5c
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
56
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs
Normal file
56
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs
Normal file
|
@ -0,0 +1,56 @@
|
||||||
|
using DG.Tweening;
|
||||||
|
using NaughtyBezierCurves;
|
||||||
|
using HeavenStudio.Util;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
using DG.Tweening;
|
||||||
|
using NaughtyBezierCurves;
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games.Scripts_NtrSamurai
|
||||||
|
{
|
||||||
|
public class NtrSamuraiChild : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Transforms")]
|
||||||
|
public Transform DebrisPosL;
|
||||||
|
public Transform DebrisPosR;
|
||||||
|
public Transform WalkPos0;
|
||||||
|
public Transform WalkPos1;
|
||||||
|
|
||||||
|
[Header("Objects")]
|
||||||
|
public Animator anim;
|
||||||
|
|
||||||
|
public float startBeat = Single.MinValue;
|
||||||
|
public bool isMain = true;
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (!isMain)
|
||||||
|
{
|
||||||
|
var cond = Conductor.instance;
|
||||||
|
float prog = Conductor.instance.GetPositionFromBeat(startBeat + 1f, 2f);
|
||||||
|
if (prog >= 0)
|
||||||
|
{
|
||||||
|
Walk();
|
||||||
|
transform.position = Vector3.Lerp(WalkPos0.position, WalkPos1.position, prog);
|
||||||
|
if (prog >= 1f)
|
||||||
|
{
|
||||||
|
GameObject.Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Bop()
|
||||||
|
{
|
||||||
|
anim.Play("ChildBeat", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Walk()
|
||||||
|
{
|
||||||
|
anim.Play("ChildWalk");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs.meta
Normal file
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bfdb7063344c23f42b3c36732758c247
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
302
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiObject.cs
Normal file
302
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiObject.cs
Normal file
|
@ -0,0 +1,302 @@
|
||||||
|
using DG.Tweening;
|
||||||
|
using NaughtyBezierCurves;
|
||||||
|
using HeavenStudio.Util;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
using DG.Tweening;
|
||||||
|
using NaughtyBezierCurves;
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games.Scripts_NtrSamurai
|
||||||
|
{
|
||||||
|
public class NtrSamuraiObject : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Objects")]
|
||||||
|
public ParticleSystem moneyBurst;
|
||||||
|
public Animator anim;
|
||||||
|
public NtrSamuraiObject secondHalf;
|
||||||
|
|
||||||
|
[Header("Transforms")]
|
||||||
|
public Transform doubleLaunchPos;
|
||||||
|
public Transform heldPos;
|
||||||
|
|
||||||
|
public float startBeat;
|
||||||
|
public int type;
|
||||||
|
public bool isDebris = false;
|
||||||
|
public int holdingCash = 1;
|
||||||
|
|
||||||
|
BezierCurve3D currentCurve;
|
||||||
|
int flyProg = 0;
|
||||||
|
bool flying = true;
|
||||||
|
bool missedLaunch = false;
|
||||||
|
bool missedHit = false;
|
||||||
|
|
||||||
|
PlayerActionEvent launchProg;
|
||||||
|
PlayerActionEvent hitProg;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (isDebris)
|
||||||
|
{
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Fish:
|
||||||
|
anim.Play("ObjFishDebris");
|
||||||
|
break;
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||||
|
anim.Play("ObjDemonDebris02");
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
anim.Play("ObjMelonDebris");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
currentCurve = SamuraiSliceNtr.instance.DebrisLeftCurve;
|
||||||
|
|
||||||
|
var cond = Conductor.instance;
|
||||||
|
float flyPos = cond.GetPositionFromBeat(startBeat, 1f);
|
||||||
|
transform.position = currentCurve.GetPoint(flyPos);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Fish:
|
||||||
|
anim.Play("ObjFish");
|
||||||
|
break;
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||||
|
anim.Play("ObjDemon");
|
||||||
|
|
||||||
|
MultiSound.Play(new MultiSound.Sound[] {
|
||||||
|
new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 1f, 1.5f),
|
||||||
|
new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 1.5f, 1.25f),
|
||||||
|
new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 2f),
|
||||||
|
});
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
anim.Play("ObjMelon");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
|
||||||
|
//autoplay: launch anim
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
//autoplay: unstep
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
|
||||||
|
currentCurve = SamuraiSliceNtr.instance.InCurve;
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * startBeat));
|
||||||
|
|
||||||
|
var cond = Conductor.instance;
|
||||||
|
float flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f);
|
||||||
|
transform.position = currentCurve.GetPoint(flyPos);
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime) + UnityEngine.Random.Range(0f, 180f));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
var cond = Conductor.instance;
|
||||||
|
float flyPos;
|
||||||
|
if (flying)
|
||||||
|
{
|
||||||
|
switch (flyProg)
|
||||||
|
{
|
||||||
|
case -2: // being carried by a child
|
||||||
|
flyPos = cond.GetPositionFromBeat(startBeat + 2f, 2f);
|
||||||
|
if (heldPos == null || flyPos > 1f)
|
||||||
|
{
|
||||||
|
GameObject.Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
transform.position = heldPos.position;
|
||||||
|
break;
|
||||||
|
case -1: // sliced by samurai, falling towards child
|
||||||
|
flyPos = cond.GetPositionFromBeat(startBeat, 1f);
|
||||||
|
transform.position = currentCurve.GetPoint(flyPos);
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + ((isDebris? 360f : -360f) * Time.deltaTime));
|
||||||
|
|
||||||
|
if (flyPos > 1f)
|
||||||
|
{
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_catch");
|
||||||
|
if (!isDebris)
|
||||||
|
{
|
||||||
|
NtrSamuraiChild child = SamuraiSliceNtr.instance.CreateChild(startBeat + 1f);
|
||||||
|
heldPos = child.DebrisPosR;
|
||||||
|
secondHalf.heldPos = child.DebrisPosL;
|
||||||
|
}
|
||||||
|
flyProg = -2;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case 2: // fish first bounce
|
||||||
|
float jumpPos = cond.GetPositionFromBeat(launchProg.startBeat, 2f);
|
||||||
|
float yMul = jumpPos * 2f - 1f;
|
||||||
|
float yWeight = -(yMul*yMul) + 1f;
|
||||||
|
transform.position = doubleLaunchPos.position + new Vector3(0, 4.5f * yWeight);
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-2 * 360f * Time.deltaTime));
|
||||||
|
|
||||||
|
if (jumpPos > 2f)
|
||||||
|
{
|
||||||
|
// missed...
|
||||||
|
GameObject.Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case 1: // launched from board to samurai
|
||||||
|
float flyDur = 3f;
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||||
|
flyDur = 5f;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
flyDur = 3f;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
flyPos = cond.GetPositionFromBeat(hitProg.startBeat, flyDur);
|
||||||
|
transform.position = currentCurve.GetPoint(flyPos);
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (3 * 360f * Time.deltaTime));
|
||||||
|
|
||||||
|
if (flyPos > 1f)
|
||||||
|
{
|
||||||
|
// missed...
|
||||||
|
GameObject.Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
default: // object initial spawn, flying towards board
|
||||||
|
flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f);
|
||||||
|
transform.position = currentCurve.GetPoint(flyPos);
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime));
|
||||||
|
|
||||||
|
if (flyPos > 1f)
|
||||||
|
{
|
||||||
|
// missed...
|
||||||
|
GameObject.Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DoLaunch()
|
||||||
|
{
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Fish:
|
||||||
|
if (flyProg == 2)
|
||||||
|
{
|
||||||
|
flyProg = 1;
|
||||||
|
hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 4f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 4f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
|
||||||
|
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 1f/4);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
flyProg = 2;
|
||||||
|
launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
//autoplay: unstep
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
currentCurve = null;
|
||||||
|
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 0.8f);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||||
|
flyProg = 1;
|
||||||
|
hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
currentCurve = SamuraiSliceNtr.instance.LaunchHighCurve;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
flyProg = 1;
|
||||||
|
hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
|
||||||
|
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
|
||||||
|
currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DoLaunchAutoplay(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
SamuraiSliceNtr.instance.DoStep();
|
||||||
|
}
|
||||||
|
|
||||||
|
void DoSliceAutoplay(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
SamuraiSliceNtr.instance.DoSlice();
|
||||||
|
}
|
||||||
|
|
||||||
|
void DoUnStepAutoplay(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
if (SamuraiSliceNtr.instance.player.stepping)
|
||||||
|
{
|
||||||
|
SamuraiSliceNtr.instance.DoUnStep();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void LaunchSuccess(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
launchProg.Disable();
|
||||||
|
DoLaunch();
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: UnityEngine.Random.Range(0.85f, 1.05f));
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void LaunchMiss(PlayerActionEvent caller)
|
||||||
|
{
|
||||||
|
missedLaunch = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void LaunchThrough(PlayerActionEvent caller) {}
|
||||||
|
|
||||||
|
public void HitSuccess(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
flyProg = -1;
|
||||||
|
hitProg.Disable();
|
||||||
|
if (UnityEngine.Random.Range(0f, 1f) >= 0.5f)
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_just00", pitch: UnityEngine.Random.Range(0.95f, 1.05f));
|
||||||
|
else
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_just01", pitch: UnityEngine.Random.Range(0.95f, 1.05f));
|
||||||
|
|
||||||
|
currentCurve = SamuraiSliceNtr.instance.DebrisRightCurve;
|
||||||
|
|
||||||
|
var mobj = GameObject.Instantiate(SamuraiSliceNtr.instance.objectPrefab, SamuraiSliceNtr.instance.objectHolder);
|
||||||
|
var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
|
||||||
|
mobjDat.startBeat = caller.startBeat + caller.timer;
|
||||||
|
mobjDat.type = type;
|
||||||
|
mobjDat.isDebris = true;
|
||||||
|
mobjDat.flyProg = -1;
|
||||||
|
|
||||||
|
mobj.transform.position = transform.position;
|
||||||
|
mobj.transform.rotation = transform.rotation;
|
||||||
|
mobj.GetComponent<SpriteRenderer>().sortingOrder = 4;
|
||||||
|
mobj.SetActive(true);
|
||||||
|
|
||||||
|
secondHalf = mobjDat;
|
||||||
|
|
||||||
|
this.startBeat = caller.startBeat + caller.timer;
|
||||||
|
if (type == (int) SamuraiSliceNtr.ObjectType.Demon)
|
||||||
|
{
|
||||||
|
anim.Play("ObjDemonDebris01");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (holdingCash > 0)
|
||||||
|
{
|
||||||
|
moneyBurst.Emit(holdingCash);
|
||||||
|
Jukebox.PlayOneShotGame((holdingCash > 2) ? "samuraiSliceNtr/ntrSamurai_scoreMany" : "samuraiSliceNtr/ntrSamurai_ng", pitch: UnityEngine.Random.Range(0.95f, 1.05f));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void HitMiss(PlayerActionEvent caller)
|
||||||
|
{
|
||||||
|
missedHit = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ae0b3df22f9080c4cad91e4b72fe7105
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
142
Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
Normal file
142
Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
Normal file
|
@ -0,0 +1,142 @@
|
||||||
|
using HeavenStudio.Util;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
using DG.Tweening;
|
||||||
|
using NaughtyBezierCurves;
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games.Loaders
|
||||||
|
{
|
||||||
|
using static Minigames;
|
||||||
|
public static class NtrSamuraiLoader
|
||||||
|
{
|
||||||
|
public static Minigame AddGame(EventCaller eventCaller) {
|
||||||
|
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS) \n<color=#eb5454>[WIP]</color>", "00165D", false, false, new List<GameAction>()
|
||||||
|
{
|
||||||
|
new GameAction("spawn object", delegate
|
||||||
|
{
|
||||||
|
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.type, (int) eventCaller.currentEntity.valA);
|
||||||
|
}, 8, false, new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
|
||||||
|
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the object spills out when sliced"),
|
||||||
|
}),
|
||||||
|
//new GameAction("start bopping", delegate { SamuraiSliceNtr.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1),
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games
|
||||||
|
{
|
||||||
|
using Scripts_NtrSamurai;
|
||||||
|
|
||||||
|
public class SamuraiSliceNtr : Minigame
|
||||||
|
{
|
||||||
|
public enum ObjectType {
|
||||||
|
Melon,
|
||||||
|
Fish,
|
||||||
|
Demon
|
||||||
|
}
|
||||||
|
|
||||||
|
[Header("References")]
|
||||||
|
public NtrSamurai player;
|
||||||
|
public GameObject launcher;
|
||||||
|
public GameObject objectPrefab;
|
||||||
|
public GameObject childParent;
|
||||||
|
public Transform objectHolder;
|
||||||
|
|
||||||
|
public BezierCurve3D InCurve;
|
||||||
|
public BezierCurve3D LaunchCurve;
|
||||||
|
public BezierCurve3D LaunchHighCurve;
|
||||||
|
|
||||||
|
public BezierCurve3D NgLaunchCurve;
|
||||||
|
public BezierCurve3D DebrisLeftCurve;
|
||||||
|
public BezierCurve3D DebrisRightCurve;
|
||||||
|
|
||||||
|
//game scene
|
||||||
|
public static SamuraiSliceNtr instance;
|
||||||
|
|
||||||
|
public GameEvent bop = new GameEvent();
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
instance = this;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
var cond = Conductor.instance;
|
||||||
|
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||||
|
{
|
||||||
|
player.Bop();
|
||||||
|
childParent.GetComponent<NtrSamuraiChild>().Bop();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (PlayerInput.AltPressed())
|
||||||
|
DoStep();
|
||||||
|
if (PlayerInput.AltPressedUp() && player.isStepping())
|
||||||
|
DoUnStep();
|
||||||
|
if (PlayerInput.Pressed())
|
||||||
|
DoSlice();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DoStep()
|
||||||
|
{
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
|
||||||
|
player.Step(false);
|
||||||
|
launcher.GetComponent<Animator>().Play("Launch", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DoUnStep()
|
||||||
|
{
|
||||||
|
player.Step(true);
|
||||||
|
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DoSlice()
|
||||||
|
{
|
||||||
|
if (player.isStepping())
|
||||||
|
{
|
||||||
|
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
||||||
|
}
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
|
||||||
|
player.Slash();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Bop(float beat, float length)
|
||||||
|
{
|
||||||
|
bop.length = length;
|
||||||
|
bop.startBeat = beat;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ObjectIn(float beat, int type = (int) ObjectType.Melon, int value = 1)
|
||||||
|
{
|
||||||
|
var mobj = GameObject.Instantiate(objectPrefab, objectHolder);
|
||||||
|
var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
|
||||||
|
mobjDat.startBeat = beat;
|
||||||
|
mobjDat.type = type;
|
||||||
|
mobjDat.holdingCash = value;
|
||||||
|
|
||||||
|
mobj.SetActive(true);
|
||||||
|
|
||||||
|
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_in00");
|
||||||
|
}
|
||||||
|
|
||||||
|
public NtrSamuraiChild CreateChild(float beat)
|
||||||
|
{
|
||||||
|
var mobj = GameObject.Instantiate(childParent, objectHolder);
|
||||||
|
var mobjDat = mobj.GetComponent<NtrSamuraiChild>();
|
||||||
|
mobjDat.startBeat = beat;
|
||||||
|
mobjDat.isMain = false;
|
||||||
|
|
||||||
|
mobjDat.Bop();
|
||||||
|
|
||||||
|
mobj.SetActive(true);
|
||||||
|
|
||||||
|
return mobjDat;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs.meta
Normal file
11
Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 00eae865695fcff4e8ccadf976355847
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -117,27 +117,27 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
if (normalizedBeat > 1)
|
if (normalizedBeat > 1)
|
||||||
{
|
{
|
||||||
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, currentZoomCamDistance);
|
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (currentZoomCamLength < 0)
|
if (currentZoomCamLength < 0)
|
||||||
{
|
{
|
||||||
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, currentZoomCamDistance);
|
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
|
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
|
||||||
|
|
||||||
float newPosZ = func(lastCamDistance, currentZoomCamDistance, normalizedBeat);
|
float newPosZ = func(lastCamDistance + 10, currentZoomCamDistance + 10, normalizedBeat);
|
||||||
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, newPosZ);
|
GameCamera.additionalPosition = new Vector3(0, 0, newPosZ);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// ?
|
// ?
|
||||||
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, -10f);
|
GameCamera.additionalPosition = new Vector3(0, 0, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -149,6 +149,28 @@ namespace HeavenStudio
|
||||||
{
|
{
|
||||||
new Param("toggle", true, "Enable Inputs")
|
new Param("toggle", true, "Enable Inputs")
|
||||||
}),
|
}),
|
||||||
|
|
||||||
|
new GameAction("move camera", delegate
|
||||||
|
{
|
||||||
|
//TODO: move cam
|
||||||
|
}, 1f, true, new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"),
|
||||||
|
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"),
|
||||||
|
new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out"),
|
||||||
|
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
||||||
|
} ),
|
||||||
|
|
||||||
|
new GameAction("rotate camera", delegate
|
||||||
|
{
|
||||||
|
//TODO: rot cam
|
||||||
|
}, 1f, true, new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"),
|
||||||
|
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"),
|
||||||
|
new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll"),
|
||||||
|
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
||||||
|
} ),
|
||||||
}),
|
}),
|
||||||
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
|
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
|
||||||
{
|
{
|
||||||
|
|
|
@ -19,8 +19,15 @@
|
||||||
![image](https://user-images.githubusercontent.com/40370440/154824159-07800021-9264-4293-92cf-d3f6e0155f5b.png)
|
![image](https://user-images.githubusercontent.com/40370440/154824159-07800021-9264-4293-92cf-d3f6e0155f5b.png)
|
||||||
|
|
||||||
|
|
||||||
|
## Prebuilt Binaries
|
||||||
|
This project is still in development, so there are currently no release builds yet. GitHub Actions creates experimental builds on each commmit, but minimal support will be provided.
|
||||||
|
|
||||||
|
- [Windows](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneWindows64-build.zip)
|
||||||
|
- [Linux](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneLinux64-build.zip)
|
||||||
|
- [MacOS](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneOSX-build.zip)
|
||||||
|
|
||||||
## Self-Building
|
## Self-Building
|
||||||
#### Note: Mac-OS and Linux-based builds not tested.
|
#### Note: Mac-OS and Linux-based builds are not fully tested, you may [experience bugs with audio-related tasks](https://github.com/megaminerjenny/HeavenStudio/issues/72).
|
||||||
Heaven Studio is made in [Unity 2020.3.25f1](https://unity3d.com/unity/whats-new/2020.3.25),
|
Heaven Studio is made in [Unity 2020.3.25f1](https://unity3d.com/unity/whats-new/2020.3.25),
|
||||||
and programmed with [Visual Studio Code](https://code.visualstudio.com/).
|
and programmed with [Visual Studio Code](https://code.visualstudio.com/).
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue