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Balloon Hunter
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74 changed files with 9687 additions and 12 deletions
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8
Assets/Scripts/Games/BalloonHunter.meta
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8
Assets/Scripts/Games/BalloonHunter.meta
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56
Assets/Scripts/Games/BalloonHunter/Balloon.cs
Normal file
56
Assets/Scripts/Games/BalloonHunter/Balloon.cs
Normal file
|
@ -0,0 +1,56 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_BalloonHunter
|
||||
{
|
||||
public class Balloon : MonoBehaviour
|
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{
|
||||
public double startBeat;
|
||||
public bool isFast;
|
||||
|
||||
[Header("Components")]
|
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[SerializeField] Animator anim;
|
||||
[SerializeField] Animator hunterAnim;
|
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[SerializeField] Animator popEffect;
|
||||
|
||||
public BalloonHunter game;
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
game.ScheduleInput(startBeat, isFast ? 1.5f : 2f, Minigame.InputAction_BasicPress, Pop, Miss, null);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, isFast ? 2.5 : 3);
|
||||
if (normalizedBeat > 1) Destroy(gameObject);
|
||||
anim.DoNormalizedAnimation("Move", normalizedBeat, 0);
|
||||
}
|
||||
|
||||
public void Pop(PlayerActionEvent caller, float state)
|
||||
{
|
||||
hunterAnim.DoScaledAnimationAsync("Shoot", 0.5f);
|
||||
|
||||
if (state is >= 1 or <= -1)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("balloonHunter/miss");
|
||||
anim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShotGame("balloonHunter/pop");
|
||||
popEffect.DoScaledAnimationAsync("Pop", 0.5f);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/BalloonHunter/Balloon.cs.meta
Normal file
11
Assets/Scripts/Games/BalloonHunter/Balloon.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3bdfede9b5a65ec4899ead46f385e508
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
219
Assets/Scripts/Games/BalloonHunter/BalloonHunter.cs
Normal file
219
Assets/Scripts/Games/BalloonHunter/BalloonHunter.cs
Normal file
|
@ -0,0 +1,219 @@
|
|||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using HeavenStudio.InputSystem;
|
||||
|
||||
using Jukebox;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
using static Minigames;
|
||||
/// Minigame loaders handle the setup of your minigame.
|
||||
/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
|
||||
|
||||
/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
|
||||
/// `Platformcode` is a three-leter platform code with the minigame's origin
|
||||
/// `Name` is a short internal name
|
||||
/// `Loader` is the string "Loader"
|
||||
|
||||
/// Platform codes are as follows:
|
||||
/// Agb: Gameboy Advance ("Advance Gameboy")
|
||||
/// Ntr: Nintendo DS ("Nitro")
|
||||
/// Rvl: Nintendo Wii ("Revolution")
|
||||
/// Ctr: Nintendo 3DS ("Centrair")
|
||||
/// Mob: Mobile
|
||||
/// Pco: PC / Other
|
||||
|
||||
/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
|
||||
/// For help, feel free to reach out to us on our discord, in the #development channel.
|
||||
public static class PcoBalloonHunterLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("balloonHunter", "Balloon Hunter", "92cbe8", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {
|
||||
if (eventCaller.gameManager.minigameObj.TryGetComponent(out BalloonHunter instance)) {
|
||||
instance.ToggleBop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["auto"], eventCaller.currentEntity["toggle"]);
|
||||
}
|
||||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Bop", "Toggle if the characters should bop for the duration of this event."),
|
||||
new Param("auto", true, "Bop (Auto)", "Toggle if the characters should automatically bop until another Bop event is reached."),
|
||||
}
|
||||
},
|
||||
new GameAction("prepare", "Prepare")
|
||||
{
|
||||
function = delegate {
|
||||
if (eventCaller.gameManager.minigameObj.TryGetComponent(out BalloonHunter instance)) {
|
||||
instance.Prepare();
|
||||
}
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
},
|
||||
new GameAction("balloonSlow", "Slow Balloon")
|
||||
{
|
||||
function = delegate {
|
||||
SoundByte.PlayOneShotGame("balloonHunter/tweet_slow", eventCaller.currentEntity.beat, forcePlay: true);
|
||||
if (eventCaller.gameManager.minigameObj.TryGetComponent(out BalloonHunter instance)) {
|
||||
instance.QueueBalloonSlow(eventCaller.currentEntity.beat);
|
||||
}
|
||||
},
|
||||
defaultLength = 3,
|
||||
},
|
||||
new GameAction("balloonFast", "Fast Balloon")
|
||||
{
|
||||
function = delegate {
|
||||
SoundByte.PlayOneShotGame("balloonHunter/tweet_fast", eventCaller.currentEntity.beat, forcePlay: true);
|
||||
SoundByte.PlayOneShotGame("balloonHunter/tweet_fast", eventCaller.currentEntity.beat+0.75, forcePlay: true);
|
||||
if (eventCaller.gameManager.minigameObj.TryGetComponent(out BalloonHunter instance)) {
|
||||
instance.SendBalloonFast(eventCaller.currentEntity.beat);
|
||||
}
|
||||
},
|
||||
defaultLength = 2.5f,
|
||||
},
|
||||
new GameAction("balloonBoth", "Both Balloons")
|
||||
{
|
||||
function = delegate {
|
||||
SoundByte.PlayOneShotGame("balloonHunter/tweet_both", eventCaller.currentEntity.beat, forcePlay: true);
|
||||
SoundByte.PlayOneShotGame("balloonHunter/tweet_both", eventCaller.currentEntity.beat+0.75, forcePlay: true);
|
||||
if (eventCaller.gameManager.minigameObj.TryGetComponent(out BalloonHunter instance)) {
|
||||
instance.SendBalloonBoth(eventCaller.currentEntity.beat);
|
||||
}
|
||||
},
|
||||
defaultLength = 3,
|
||||
}
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_BalloonHunter;
|
||||
/// This class handles the minigame logic.
|
||||
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
|
||||
public class BalloonHunter : Minigame
|
||||
{
|
||||
public static BalloonHunter instance;
|
||||
|
||||
[Header("Objects")]
|
||||
[SerializeField] Balloon slowBalloon;
|
||||
[SerializeField] Balloon fastBalloon;
|
||||
|
||||
[Header("Animators")]
|
||||
[SerializeField] Animator hunterAnim;
|
||||
[SerializeField] Animator birdAnim;
|
||||
|
||||
private bool hunterBop;
|
||||
private bool birdBop;
|
||||
private bool preparing;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
slowBalloon.gameObject.SetActive(false);
|
||||
fastBalloon.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
public override void OnBeatPulse(double beat)
|
||||
{
|
||||
if (hunterBop)
|
||||
{
|
||||
hunterAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
|
||||
}
|
||||
if (birdBop)
|
||||
{
|
||||
birdAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && (!preparing) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||
{
|
||||
hunterAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && (preparing) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||
{
|
||||
hunterAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
SoundByte.PlayOneShotGame("balloonHunter/blow");
|
||||
}
|
||||
}
|
||||
|
||||
public void Prepare()
|
||||
{
|
||||
if (preparing) return;
|
||||
hunterAnim.DoScaledAnimationAsync("Prepare", 0.5f);
|
||||
preparing = true;
|
||||
hunterBop = false;
|
||||
}
|
||||
|
||||
public void BirdCall()
|
||||
{
|
||||
if (birdBop) birdBop = false;
|
||||
birdAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
|
||||
birdAnim.DoScaledAnimationAsync("Call", 0.5f, animLayer: 1);
|
||||
}
|
||||
|
||||
public void ToggleBop(double beat, float length, bool auto, bool bop)
|
||||
{
|
||||
hunterBop = auto;
|
||||
birdBop = auto;
|
||||
preparing = false;
|
||||
if (bop)
|
||||
{
|
||||
hunterAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
birdAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public void QueueBalloonSlow(double beat)
|
||||
{
|
||||
SendBalloonSlow(beat);
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||
new BeatAction.Action(beat, delegate {BirdCall();}),
|
||||
new BeatAction.Action(beat+1, delegate {Prepare();}),
|
||||
});
|
||||
}
|
||||
|
||||
public void SendBalloonSlow(double beat)
|
||||
{
|
||||
Balloon newSlowB = Instantiate(slowBalloon, transform);
|
||||
newSlowB.isFast = false;
|
||||
newSlowB.startBeat = beat;
|
||||
newSlowB.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void SendBalloonFast(double beat)
|
||||
{
|
||||
Balloon newFastB = Instantiate(fastBalloon, transform);
|
||||
newFastB.isFast = true;
|
||||
newFastB.startBeat = beat;
|
||||
newFastB.gameObject.SetActive(true);
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||
new BeatAction.Action(beat, delegate {BirdCall();}),
|
||||
new BeatAction.Action(beat+0.75, delegate {BirdCall();}),
|
||||
new BeatAction.Action(beat+0.75, delegate {Prepare();})
|
||||
});
|
||||
}
|
||||
|
||||
public void SendBalloonBoth(double beat)
|
||||
{
|
||||
SendBalloonSlow(beat);
|
||||
SendBalloonFast(beat);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/BalloonHunter/BalloonHunter.cs.meta
Normal file
11
Assets/Scripts/Games/BalloonHunter/BalloonHunter.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4df5e531352f02d4b977e9b73ed662d5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -33,6 +33,16 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader RvlBadmintonLoader failed!");
|
||||
}
|
||||
|
||||
game = PcoBalloonHunterLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader PcoBalloonHunterLoader failed!");
|
||||
}
|
||||
|
||||
game = RvlBasketLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
|
@ -17,17 +17,7 @@ MonoBehaviour:
|
|||
DenseViewWidthThreshold: 512
|
||||
_disableAutoReloadInBackground: 0
|
||||
ImportedScriptPaths:
|
||||
- Assets/Scripts/Games/Waffle/Waffle.cs
|
||||
- Assets/Scripts/LevelEditor/Editor.cs
|
||||
- Assets/Scripts/Games/NipInTheBud/Mayfly.cs
|
||||
- Assets/Scripts/Games/NipInTheBud/NipInTheBud.cs
|
||||
- Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs
|
||||
- Assets/Scripts/Games/NipInTheBud/Mosquito.cs
|
||||
- Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs
|
||||
- Assets/Scripts/UI/SettingsDialog/SettingsDialog.cs
|
||||
- Assets/Scripts/PostProcessingVFX.cs
|
||||
- Assets/VHSEffect-main/Assets/VHSEffect/VHS.cs
|
||||
- Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs
|
||||
- Assets/Scripts/Minigames.cs
|
||||
- Assets/Scripts/Games/BalloonHunter/Balloon.cs
|
||||
- Assets/Scripts/Games/BalloonHunter/BalloonHunter.cs
|
||||
PathsToSkipImportEvent: []
|
||||
PathsToIgnoreOverwriteSettingOnAttribute: []
|
||||
|
|
Loading…
Reference in a new issue