mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-08 18:55:07 +00:00
Tunnel Defuckedificaition + small tweaks and additions (#309)
* tweaks and fixes * SMALL FIX
This commit is contained in:
parent
1e2314a94e
commit
e1207c0faa
8 changed files with 106 additions and 72 deletions
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@ -1964,7 +1964,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: -10
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m_SortingOrder: -11
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m_Sprite: {fileID: 7482667652216324306, guid: 48e93eef0688c4a259cb0eddcd8661f7, type: 3}
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m_Color: {r: 0, g: 0, b: 0, a: 0.8156863}
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m_FlipX: 0
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@ -11,36 +11,39 @@ namespace HeavenStudio.Games.Loaders
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public static class AgbFireworkLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("fireworks", "Fireworks", "0058CE", false, false, new List<GameAction>()
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return new Minigame("fireworks", "Fireworks \n<color=#adadad>(Hanabi)</color>", "0058CE", false, false, new List<GameAction>()
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{
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new GameAction("firework", "Firework")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, false, e["whereToSpawn"], e["toggle"], e["explosionType"]); },
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, false, e["whereToSpawn"], e["toggle"], e["explosionType"], e["applause"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
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new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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}
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},
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new GameAction("sparkler", "Sparkler")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, true, e["whereToSpawn"], e["toggle"], e["explosionType"]); },
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, true, e["whereToSpawn"], e["toggle"], e["explosionType"], e["applause"]); },
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
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new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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}
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},
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new GameAction("bomb", "Bomb")
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{
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function = delegate {var e = eventCaller.currentEntity; Fireworks.instance.SpawnBomb(e.beat, e["toggle"]); },
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function = delegate {var e = eventCaller.currentEntity; Fireworks.instance.SpawnBomb(e.beat, e["toggle"], e["applause"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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}
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},
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@ -87,6 +90,7 @@ namespace HeavenStudio.Games
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public int whereToSpawn;
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public bool practice;
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public int explosionType;
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public bool applause;
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}
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public enum WhereToSpawn
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{
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@ -138,7 +142,7 @@ namespace HeavenStudio.Games
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{
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foreach (var firework in queuedFireworks)
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{
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SpawnFirework(firework.beat, firework.isSparkler, firework.whereToSpawn, firework.practice, firework.explosionType);
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SpawnFirework(firework.beat, firework.isSparkler, firework.whereToSpawn, firework.practice, firework.explosionType, firework.applause);
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}
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queuedFireworks.Clear();
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}
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@ -182,7 +186,7 @@ namespace HeavenStudio.Games
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}
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}
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public static void PreSpawnFirework(float beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType)
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public static void PreSpawnFirework(float beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause)
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{
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if (isSparkler)
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{
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@ -204,18 +208,18 @@ namespace HeavenStudio.Games
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{
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new BeatAction.Action(beat, delegate
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{
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Fireworks.instance.SpawnFirework(beat, isSparkler, whereToSpawn, practice, explosionType);
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Fireworks.instance.SpawnFirework(beat, isSparkler, whereToSpawn, practice, explosionType, applause);
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})
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});
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}
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else
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{
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queuedFireworks.Add(new QueuedFirework { beat = beat, isSparkler = isSparkler, whereToSpawn = whereToSpawn, practice = practice, explosionType = explosionType });
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queuedFireworks.Add(new QueuedFirework { beat = beat, isSparkler = isSparkler, whereToSpawn = whereToSpawn, practice = practice, explosionType = explosionType, applause = applause });
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}
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}
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void SpawnFirework(float beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType)
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void SpawnFirework(float beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause)
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{
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if (isSparkler && practice)
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{
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@ -250,10 +254,11 @@ namespace HeavenStudio.Games
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}
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Rocket spawnedRocket = Instantiate(firework, spawnPoint, false);
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spawnedRocket.isSparkler = isSparkler;
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spawnedRocket.applause = applause;
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spawnedRocket.Init(beat, explosionType);
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}
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public void SpawnBomb(float beat, bool practice)
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public void SpawnBomb(float beat, bool practice, bool applause)
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{
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Jukebox.PlayOneShotGame("fireworks/bomb");
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if (practice)
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@ -269,6 +274,7 @@ namespace HeavenStudio.Games
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{
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FireworksBomb spawnedBomb = Instantiate(bomb, bombSpawn, false);
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spawnedBomb.curve = bombCurve;
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spawnedBomb.applause = applause;
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spawnedBomb.Init(beat + 1);
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})
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});
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@ -9,6 +9,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
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public class FireworksBomb : PlayerActionObject
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{
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public BezierCurve3D curve;
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public bool applause;
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private bool exploded;
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private Fireworks game;
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private float startBeat;
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@ -49,13 +50,14 @@ namespace HeavenStudio.Games.Scripts_Fireworks
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return;
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}
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Success();
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Success(caller);
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}
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void Success()
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void Success(PlayerActionEvent caller)
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{
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Jukebox.PlayOneShotGame("fireworks/explodeBomb");
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game.FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 0.5f);
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if (applause) Jukebox.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
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}
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void Out(PlayerActionEvent caller) { }
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@ -15,6 +15,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
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public bool isSparkler;
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private Fireworks game;
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public float startBeat;
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public bool applause;
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private bool exploded;
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private float startY;
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@ -54,14 +55,15 @@ namespace HeavenStudio.Games.Scripts_Fireworks
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anim.gameObject.SetActive(false);
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return;
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}
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Success();
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Success(caller);
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}
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void Success()
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void Success(PlayerActionEvent caller)
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{
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Jukebox.PlayOneShotGame("fireworks/explodeRocket");
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selectedParticleEffect.Play();
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anim.gameObject.SetActive(false);
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if (applause) Jukebox.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
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}
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void Out(PlayerActionEvent caller) { }
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@ -31,6 +31,15 @@ namespace HeavenStudio.Games.Loaders
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{
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function = delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); },
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},
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e["toggle"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Bop?", "Should the somen man bop or not?")
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}
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}
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});
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}
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}
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@ -51,6 +60,7 @@ namespace HeavenStudio.Games
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public Animator CloseCrane;
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public Animator FarCrane;
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public GameObject Player;
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private bool shouldBop = true;
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public GameEvent bop = new GameEvent();
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@ -66,7 +76,7 @@ namespace HeavenStudio.Games
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void Update()
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{
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var cond = Conductor.instance;
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1) && shouldBop)
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{
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SomenPlayer.Play("HeadBob", -1, 0);
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}
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@ -80,6 +90,11 @@ namespace HeavenStudio.Games
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}
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}
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public void ToggleBop(bool bopOrNah)
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{
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shouldBop = bopOrNah;
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}
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public void DoFarCrane(float beat)
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{
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//Far Drop Multisound
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@ -11,7 +11,7 @@ namespace HeavenStudio.Games.Loaders
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("ringside", "Ringside \n<color=#eb5454>[WIP]</color>", "WUTRU3", false, false, new List<GameAction>()
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return new Minigame("ringside", "Ringside", "WUTRU3", false, false, new List<GameAction>()
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{
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new GameAction("question", "Question")
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{
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@ -29,6 +29,11 @@ namespace HeavenStudio.Games.Loaders
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new Param("volume7", new EntityTypes.Integer(0, 100, 100), "Move Volume 7", "What height and what volume should this move be at?"),
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}
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},
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new GameAction("forceReload", "Bow Force Reload")
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{
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function = delegate { SneakySpirits.instance.ForceReload(); },
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defaultLength = 1f,
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},
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new GameAction("movebow", "Bow Enter or Exit")
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{
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function = delegate {var e = eventCaller.currentEntity; SneakySpirits.instance.MoveBow(e.beat, e.length, e["exit"], e["ease"]); },
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@ -125,6 +130,13 @@ namespace HeavenStudio.Games
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}
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}
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public void ForceReload()
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{
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if (hasArrowLoaded) return;
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bowAnim.DoScaledAnimationAsync("BowDraw", 0.25f);
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hasArrowLoaded = true;
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}
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public void MoveBow(float beat, float length, bool enter, int ease)
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{
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movingStartBeat = beat;
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@ -180,7 +192,7 @@ namespace HeavenStudio.Games
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}
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + length * 3, delegate { bowAnim.DoScaledAnimationAsync("BowDraw", 0.25f); hasArrowLoaded = true; })
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new BeatAction.Action(beat + length * 3, delegate { ForceReload(); })
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});
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List<BeatAction.Action> ghostSpawns = new List<BeatAction.Action>();
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@ -14,31 +14,20 @@ namespace HeavenStudio.Games.Loaders
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{
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return new Minigame("tunnel", "Tunnel \n<color=#eb5454>[WIP]</color>", "B4E6F6", false, false, new List<GameAction>()
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{
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new GameAction("cowbell", "Cowbell")
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{
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function = delegate { Tunnel.instance.StartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"], eventCaller.currentEntity.length); },
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defaultLength = 1f,
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preFunction = delegate { Tunnel.PreStartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Driver can stop", "Lets the driver stop if the player makes too many mistakes"),
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}
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},
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new GameAction("countin", "Count In")
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{
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function = delegate { Tunnel.instance.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
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defaultLength = 3f,
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preFunction = delegate { Tunnel.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
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defaultLength = 4f,
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resizable = true,
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}
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}
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//new List<string>() {"ntr", "aim"},
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//"ntrcoin", "en",
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//new List<string>() {}
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);
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});
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}
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}
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}
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@ -47,11 +36,8 @@ namespace HeavenStudio.Games
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{
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public class Tunnel : Minigame
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{
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public static Tunnel instance { get; set; }
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[Header("Backgrounds")]
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public SpriteRenderer fg;
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public SpriteRenderer bg;
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@ -80,12 +66,22 @@ namespace HeavenStudio.Games
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public float handStart;
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public float handProgress;
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public bool started;
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public struct QueuedCowbell
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{
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public float beat;
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public float length;
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}
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static List<QueuedCowbell> queuedInputs = new List<QueuedCowbell>();
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private void Awake()
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{
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instance = this;
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}
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void OnDestroy()
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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private void Start()
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{
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@ -97,34 +93,30 @@ namespace HeavenStudio.Games
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{
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var cond = Conductor.instance;
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if (cond.ReportBeat(ref cowbell.lastReportedBeat, cowbell.startBeat % 1))
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//update hand position
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handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1);
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frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress));
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if (!cond.isPlaying || cond.isPaused)
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{
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if (cond.songPositionInBeats >= cowbell.startBeat && cond.songPositionInBeats < cowbell.startBeat + cowbell.length)
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{
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ScheduleInput(cond.songPositionInBeats, 1, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
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}
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return;
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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HitCowbell();
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//print("unexpected input");
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driverAnimator.Play("Angry1", -1, 0);
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}
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if (queuedInputs.Count > 0)
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{
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foreach (var input in queuedInputs)
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{
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StartCowbell(input.beat, input.length);
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}
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queuedInputs.Clear();
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}
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//update hand position
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handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1);
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frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress));
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}
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private void LateUpdate()
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{
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//nothing
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}
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@ -137,27 +129,32 @@ namespace HeavenStudio.Games
|
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cowbellAnimator.Play("Shake",-1,0);
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}
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public void StartCowbell(float beat, bool driverStops, float length)
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public static void PreStartCowbell(float beat, float length)
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{
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if (GameManager.instance.currentGame == "tunnel")
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{
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instance.StartCowbell(beat, length);
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}
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else
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{
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queuedInputs.Add(new QueuedCowbell { beat = beat, length = length });
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}
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}
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public void StartCowbell(float beat, float length)
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{
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started = true;
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cowbell.length = length;
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cowbell.startBeat = beat;
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//for (int i = 1; i <= length; i++)
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//{
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//ScheduleInput(beat, i, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
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//}
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for(int i = 0; i < length; i++)
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{
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ScheduleInput(beat, i, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
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}
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}
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public void CowbellSuccess(PlayerActionEvent caller, float state)
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{
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HitCowbell();
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//print(state);
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if(Math.Abs(state) >= 0.5)
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if(Math.Abs(state) >= 1f)
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{
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driverAnimator.Play("Disturbed", -1, 0);
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@ -184,13 +181,13 @@ namespace HeavenStudio.Games
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||||
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||||
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public void CountIn(float beat, float length)
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public static void CountIn(float beat, float length)
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{
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List<MultiSound.Sound> cuelist = new List<MultiSound.Sound>();
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|
||||
for (int i = 0; i <= length; i++)
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
if(i % 2 == 0)
|
||||
{
|
||||
|
@ -206,7 +203,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
}
|
||||
MultiSound.Play(cuelist.ToArray());
|
||||
MultiSound.Play(cuelist.ToArray(), forcePlay: true);
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue