mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-08 18:55:07 +00:00
Slot Monster (#699)
* slot monster GO!
* Rearrangement
+ work on prep anim
* A bit more anim work
* oops
* oops! again!
* grayscale buttons
* basic code + sfx
huzzah!
* bg
* unassigned animation clip, oops
* basic logic, sfx
🤩
* more anim stuff
slowly
* tweaks
no the bounce on the release anim isnt done that crap is way too elastic rn
* icon
* eye sprites!! ill do more later
* baby's first text changes
* push before i revert the prepare
* flash/inputs actually working, create SlotButton.cs
flash now lerps in the SlotButton class, which makes things so. so much easier.
* coin pile,,,
(+ some tweaked anims, may further tweak)
* test block is kil
oops
* slight eyes rework + early barely anims
kill
* fixed eye 3
i am foolish
* eye barelies, consecutive c&rs
we're so close!
* reimport spritesheet
goodbye spritesheet weirdness
* Revert "reimport spritesheet"
This reverts commit f7bd24d14970467fc85a806b60b0fdb9b51b437d.
* okay reimported for realsies this time
* lose anim + larger coins
* I'm stupid + button tweaks
* READY FOR RECORDING
particles, win animation, etc.
* fix particles
* so close to being done :(( but weird input bug
* cleaning up
fix some bugs, add some stuff. this is almost ready for pr!!
* ITS DONE... FINALLY DONE...
* oops star tweak
* ass buns
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
This commit is contained in:
parent
86c4c2897d
commit
e6ca67b4de
95 changed files with 23786 additions and 1 deletions
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spriteGenerateFallbackPhysicsShape: 1
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sprites:
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rect:
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weights: []
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name: SlotMonsterBG_2
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rect:
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weights: []
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secondaryTextures: []
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nameFileIdTable:
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SlotMonsterBG_0: 698432658
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SlotMonsterBG_1: -1361465887
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SlotMonsterBG_2: 1147407474
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleVariant:
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8
Assets/Scripts/Games/SlotMonster.meta
Normal file
8
Assets/Scripts/Games/SlotMonster.meta
Normal file
|
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 3298033d6552f9042b229e504181c9cd
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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95
Assets/Scripts/Games/SlotMonster/SlotButton.cs
Normal file
95
Assets/Scripts/Games/SlotMonster/SlotButton.cs
Normal file
|
@ -0,0 +1,95 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using UnityEngine.Playables;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_SlotMonster
|
||||
{
|
||||
public class SlotButton : MonoBehaviour
|
||||
{
|
||||
public bool pressed;
|
||||
public Color color; // used to ease between button colors and button flash colors! wow
|
||||
public PlayerActionEvent input;
|
||||
public bool missed;
|
||||
|
||||
[Header("Components")]
|
||||
public Animator anim;
|
||||
[SerializeField] SpriteRenderer[] srs;
|
||||
|
||||
private bool flashing;
|
||||
private const float FLASH_FRAMES = 4f;
|
||||
private int currentFrame;
|
||||
|
||||
private SlotMonster game;
|
||||
|
||||
public void Init(SlotMonster instance)
|
||||
{
|
||||
game = instance;
|
||||
pressed = true;
|
||||
color = srs[0].color;
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
Color newColor = color;
|
||||
if (pressed) {
|
||||
newColor = Color.LerpUnclamped(color, Color.black, 0.5f);
|
||||
} else if (flashing) {
|
||||
float normalized = currentFrame / FLASH_FRAMES;
|
||||
|
||||
Debug.Log("normalized : " + normalized);
|
||||
float newR = EasingFunction.Linear(game.buttonFlashColor.r, color.r, normalized);
|
||||
float newG = EasingFunction.Linear(game.buttonFlashColor.g, color.g, normalized);
|
||||
float newB = EasingFunction.Linear(game.buttonFlashColor.b, color.b, normalized);
|
||||
|
||||
newColor = new Color(newR, newG, newB);
|
||||
// Debug.Log("currentFrame / FLASH_FRAMES : " + currentFrame + "/" + FLASH_FRAMES);
|
||||
// newColor = Color.LerpUnclamped(color, game.buttonFlashColor, normalized);
|
||||
// Debug.Log("color : " + color);
|
||||
// Debug.Log("newColor : " + newColor);
|
||||
}
|
||||
|
||||
foreach (var sr in srs) {
|
||||
sr.color = newColor;
|
||||
}
|
||||
}
|
||||
|
||||
public void Ready()
|
||||
{
|
||||
anim.Play("PopUp", 0, 0);
|
||||
pressed = false;
|
||||
flashing = false;
|
||||
missed = false;
|
||||
}
|
||||
|
||||
public void Press(bool isMiss)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("Press", 0.5f);
|
||||
pressed = true;
|
||||
flashing = false;
|
||||
missed = isMiss;
|
||||
if (isMiss && input != null) {
|
||||
input.Disable();
|
||||
input.CleanUp();
|
||||
}
|
||||
}
|
||||
|
||||
public void TryFlash()
|
||||
{
|
||||
if (!pressed) {
|
||||
anim.DoScaledAnimationAsync("Flash", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
// animation events
|
||||
public void AnimateColor(int frame)
|
||||
{
|
||||
currentFrame = frame;
|
||||
flashing = frame < FLASH_FRAMES;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/SlotMonster/SlotButton.cs.meta
Normal file
11
Assets/Scripts/Games/SlotMonster/SlotButton.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 824e4674e220b544991c5311c2d90ff1
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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359
Assets/Scripts/Games/SlotMonster/SlotMonster.cs
Normal file
359
Assets/Scripts/Games/SlotMonster/SlotMonster.cs
Normal file
|
@ -0,0 +1,359 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using HeavenStudio.InputSystem;
|
||||
|
||||
using Jukebox;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
using static Minigames;
|
||||
public static class NtrSlotMonsterLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("slotMonster", "Slot Monster", "d10914", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("startInterval", "Start Interval")
|
||||
{
|
||||
function = delegate {
|
||||
if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) {
|
||||
var e = eventCaller.currentEntity;
|
||||
instance.StartInterval(e, e["auto"], e["eyeType"], 0);
|
||||
}
|
||||
},
|
||||
defaultLength = 3f,
|
||||
resizable = true,
|
||||
preFunctionLength = 1,
|
||||
priority = 2,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval."),
|
||||
new Param("eyeType", SlotMonster.EyeTypes.Random, "Eye Sprite", "Set the eye sprite to be used."),
|
||||
},
|
||||
},
|
||||
new GameAction("slot", "Slot")
|
||||
{
|
||||
inactiveFunction = delegate {
|
||||
// SoundByte.PlayOneShotGame("slotMonster/start_touch", eventCaller.currentEntity.beat, forcePlay: true);
|
||||
SoundByte.PlayOneShotGame("slotMonster/start_touch", forcePlay: true);
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
priority = 1,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("drum", SlotMonster.DrumTypes.Default, "Drum SFX", "Set the drum SFX to be used. Default is Bass on the beat, and Snare off the beat.")
|
||||
},
|
||||
},
|
||||
new GameAction("passTurn", "Pass Turn")
|
||||
{
|
||||
function = delegate {
|
||||
if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) {
|
||||
var e = eventCaller.currentEntity;
|
||||
instance.PassTurn(e.beat, e.length);
|
||||
}
|
||||
},
|
||||
defaultLength = 1f,
|
||||
priority = 1,
|
||||
},
|
||||
new GameAction("buttonColor", "Button Color")
|
||||
{
|
||||
function = delegate {
|
||||
if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) {
|
||||
var e = eventCaller.currentEntity;
|
||||
instance.ButtonColor(new Color[] { e["button1"], e["button2"], e["button3"] }, e["flash"]);
|
||||
}
|
||||
},
|
||||
defaultLength = 1f,
|
||||
priority = 1,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("button1", new Color(0.38f, 0.98f, 0.25f), "Button 1 Color", "Set the color of the first button."),
|
||||
new Param("button2", new Color(0.8f, 0.28f, 0.95f), "Button 2 Color", "Set the color of the second button."),
|
||||
new Param("button3", new Color(0.87f, 0f, 0f), "Button 3 Color", "Set the color of the third button."),
|
||||
new Param("flash", new Color(1f, 1f, 0.68f), "Button Flash Color", "Set the color of the flash of the buttons."),
|
||||
},
|
||||
},
|
||||
new GameAction("gameplayModifiers", "Gameplay Modifiers")
|
||||
{
|
||||
function = delegate {
|
||||
if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) {
|
||||
var e = eventCaller.currentEntity;
|
||||
instance.GameplayModifiers(e["lottery"], e["lotteryAmount"], e["lotterySpeed"], e["stars"]);
|
||||
}
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
priority = 1,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("lottery", true, "Lottery", "Toggle if the win particles should play after a successful sequence.", new() {
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "lotteryAmount", "lotterySpeed", "stars" }),
|
||||
}),
|
||||
new Param("lotteryAmount", new EntityTypes.Float(0, 10, 1), "Lottery Amount", "Set the amount of win particles."),
|
||||
new Param("lotterySpeed", new EntityTypes.Float(0.5f, 3, 1), "Lottery Speed", "Set the speed of the win particles."),
|
||||
new Param("stars", false, "Use Stars", "Use stars instead of coins? (From the Korean version of RH DS)"),
|
||||
},
|
||||
},
|
||||
},
|
||||
new List<string>() { "ntr", "normal" },
|
||||
"ntrslotmonster", "en",
|
||||
new List<string>() {}
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
using System.Linq;
|
||||
using Scripts_SlotMonster;
|
||||
public class SlotMonster : Minigame
|
||||
{
|
||||
public enum DrumTypes
|
||||
{
|
||||
Default,
|
||||
Bass,
|
||||
Snare,
|
||||
}
|
||||
|
||||
public enum EyeTypes
|
||||
{
|
||||
Random,
|
||||
Note,
|
||||
Ring,
|
||||
Cake,
|
||||
Flower,
|
||||
Beverage,
|
||||
Mushroom,
|
||||
Key,
|
||||
Ribbon,
|
||||
Hat,
|
||||
Barista,
|
||||
}
|
||||
|
||||
[Header("Animators")]
|
||||
[SerializeField] Animator smAnim;
|
||||
[SerializeField] Animator[] eyeAnims;
|
||||
private int[] eyeSprites = new int[3];
|
||||
|
||||
[Header("Objects")]
|
||||
[SerializeField] SlotButton[] buttons;
|
||||
[SerializeField] ParticleSystem winParticles;
|
||||
public Color buttonFlashColor = new(1f, 1f, 0.68f);
|
||||
|
||||
private List<RiqEntity> gameEntities;
|
||||
private bool doWin = true;
|
||||
private bool inputsActive = false;
|
||||
|
||||
private Sound rollingSound;
|
||||
private int currentEyeSprite = 1;
|
||||
private int maxButtons;
|
||||
private int currentButton;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
foreach (var button in buttons) {
|
||||
button.Init(this);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
OnGameSwitch(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
gameEntities = gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == "slotMonster");
|
||||
foreach (RiqEntity e in gameEntities.FindAll(e => e.datamodel == "slotMonster/startInterval" && e.beat < beat && e.beat + e.length > beat)) {
|
||||
StartInterval(e, e["auto"], e["eyeType"], beat);
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress) && inputsActive && !buttons[currentButton].pressed) {
|
||||
HitButton();
|
||||
ScoreMiss();
|
||||
}
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
currentButton = Array.FindIndex(buttons, button => !button.pressed);
|
||||
}
|
||||
|
||||
private void HitButton(bool isHit = false, int timing = 0)
|
||||
{
|
||||
bool isLast = currentButton == maxButtons - 1;
|
||||
buttons[currentButton].Press(!isHit || timing != 0);
|
||||
for (int i = currentButton; i < (isLast ? 3 : currentButton + 1); i++)
|
||||
{
|
||||
if (eyeAnims[i].IsPlayingAnimationNames("Spin")) {
|
||||
int eyeSprite = currentEyeSprite;
|
||||
string anim = "EyeItem";
|
||||
if (!isHit) {
|
||||
do {
|
||||
eyeSprite = UnityEngine.Random.Range(1, 10);
|
||||
} while (eyeSprite == currentEyeSprite || eyeSprites.Contains(eyeSprite));
|
||||
|
||||
eyeSprites[i] = eyeSprite;
|
||||
anim += eyeSprite;
|
||||
} else { // only do all this if it's actually a hit
|
||||
if (timing == -1) { // if the timing is early
|
||||
eyeSprite = (eyeSprite + 1) % 9;
|
||||
}
|
||||
anim += eyeSprite + 1;
|
||||
if (timing != 0) { // if it's a barely
|
||||
anim += "Barely";
|
||||
}
|
||||
}
|
||||
eyeAnims[i].Play(anim, 0, 0);
|
||||
}
|
||||
}
|
||||
bool isMiss = buttons.Any(x => x.missed);
|
||||
string hitSfx = "slotMonster/stop_" + (isLast && isHit && !isMiss ? "hit" : (currentButton + 1));
|
||||
SoundByte.PlayOneShotGame(hitSfx, forcePlay: true);
|
||||
if (isLast) {
|
||||
if (rollingSound != null) rollingSound.Stop();
|
||||
inputsActive = false;
|
||||
if (isHit && !isMiss) {
|
||||
smAnim.DoScaledAnimationAsync("Win", 0.5f);
|
||||
if (doWin) {
|
||||
SoundByte.PlayOneShotGame("slotMonster/win");
|
||||
winParticles.Play();
|
||||
}
|
||||
} else {
|
||||
smAnim.DoScaledAnimationAsync("Lose", 0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void StartInterval(RiqEntity si, bool autoPass, int eyeSprite, double gameSwitchBeat)
|
||||
{
|
||||
if (rollingSound != null) rollingSound.Stop();
|
||||
List<RiqEntity> slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= si.beat && e.beat < si.beat + si.length);
|
||||
if (slotActions.Count <= 0) return;
|
||||
|
||||
SoundByte.PlayOneShotGame("slotMonster/start_touch", forcePlay: true);
|
||||
smAnim.DoScaledAnimationFromBeatAsync("Prepare", 0.5f, si.beat);
|
||||
|
||||
List<MultiSound.Sound> sounds = new();
|
||||
List<BeatAction.Action> actions = new();
|
||||
maxButtons = Mathf.Min(slotActions.Count, 3);
|
||||
for (int i = 0; i < maxButtons; i++) // limit to 3 actions
|
||||
{
|
||||
buttons[i].Ready();
|
||||
eyeAnims[i].Play("Idle", 0, 1);
|
||||
int whichSlot = i;
|
||||
RiqEntity slot = slotActions[whichSlot];
|
||||
if (slot.beat < gameSwitchBeat) continue;
|
||||
string sfx = "";
|
||||
if (slot["drum"] == (int)DrumTypes.Default) {
|
||||
sfx = slot.beat % 1 == 0 ? "bass" : "snare";
|
||||
} else {
|
||||
sfx = Enum.GetName(typeof(DrumTypes), (int)slot["drum"]).ToLower();
|
||||
}
|
||||
sounds.Add(new(sfx + "DrumNTR", slot.beat));
|
||||
actions.Add(new(slot.beat, delegate {
|
||||
buttons[whichSlot].TryFlash();
|
||||
}));
|
||||
}
|
||||
MultiSound.Play(sounds.ToArray(), false);
|
||||
BeatAction.New(this, actions);
|
||||
|
||||
if (autoPass) {
|
||||
BeatAction.New(this, new() { new(si.beat + si.length, delegate {
|
||||
currentEyeSprite = eyeSprite == 0 ? UnityEngine.Random.Range(1, 10) : eyeSprite - 1;
|
||||
PassTurn(si.beat + si.length, 1, si.beat, si, slotActions);
|
||||
})});
|
||||
}
|
||||
}
|
||||
|
||||
public void PassTurn(double beat, float length, double startBeat = -1, RiqEntity startInterval = null, List<RiqEntity> slotActions = null)
|
||||
{
|
||||
smAnim.DoScaledAnimationFromBeatAsync("Release", 0.5f, beat);
|
||||
for (int i = 0; i < eyeAnims.Length; i++) {
|
||||
eyeAnims[i].DoScaledAnimationAsync("Spin", 0.5f);
|
||||
}
|
||||
SoundByte.PlayOneShotGame("slotMonster/start_rolling", forcePlay: true);
|
||||
rollingSound = SoundByte.PlayOneShotGame("slotMonster/rolling", looping: true, forcePlay: true);
|
||||
|
||||
startInterval ??= gameEntities.FindLast(e => e.datamodel == "slotMonster/startInterval" && e.beat + e.length < beat);
|
||||
if (startBeat < 0) {
|
||||
startBeat = startInterval.beat;
|
||||
}
|
||||
slotActions ??= gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= startInterval.beat && e.beat < startInterval.beat + startInterval.length);
|
||||
|
||||
List<BeatAction.Action> actions = new() {
|
||||
new(beat, delegate { inputsActive = true; })
|
||||
};
|
||||
for (int i = 0; i < Mathf.Min(slotActions.Count, 3); i++) // limit to 3 actions
|
||||
{
|
||||
int whichSlot = i;
|
||||
double slotBeat = slotActions[i].beat;
|
||||
|
||||
actions.Add(new(beat + length + slotBeat - startBeat, delegate {
|
||||
buttons[whichSlot].TryFlash();
|
||||
}));
|
||||
|
||||
buttons[whichSlot].input = ScheduleInput(beat, slotBeat - startBeat + length, InputAction_BasicPress, ButtonHit, i == slotActions.Count - 1 ? ButtonEndMiss : null, null, () => {
|
||||
return currentButton == whichSlot && !buttons[whichSlot].pressed;
|
||||
});
|
||||
}
|
||||
BeatAction.New(this, actions);
|
||||
}
|
||||
|
||||
private void ButtonHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
int timing = state switch {
|
||||
>= 1f => -1,
|
||||
<= -1f => 1,
|
||||
_ => 0,
|
||||
};
|
||||
HitButton(true, timing);
|
||||
if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss");
|
||||
}
|
||||
|
||||
private void ButtonEndMiss(PlayerActionEvent caller)
|
||||
{
|
||||
Debug.Log("miss i guess");
|
||||
if (rollingSound != null) rollingSound.Stop();
|
||||
inputsActive = false;
|
||||
smAnim.DoScaledAnimationAsync("Lose", 0.5f);
|
||||
foreach (var anim in eyeAnims) {
|
||||
if (anim.IsPlayingAnimationNames("Spin")) {
|
||||
anim.Play("Idle", 0, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ButtonColor(Color[] colors, Color flashColor)
|
||||
{
|
||||
for (int i = 0; i < buttons.Length; i++) {
|
||||
buttons[i].color = colors[i];
|
||||
}
|
||||
buttonFlashColor = flashColor;
|
||||
}
|
||||
|
||||
public void GameplayModifiers(bool lottery, float amount, float speed, bool stars)
|
||||
{
|
||||
var sheetAnim = winParticles.textureSheetAnimation;
|
||||
sheetAnim.frameOverTime = stars ? 1 : 0;
|
||||
|
||||
var rotOverTime = winParticles.rotationOverLifetime;
|
||||
rotOverTime.z = new ParticleSystem.MinMaxCurve(stars ? -5 : 0, stars ? 5 : 0);
|
||||
|
||||
var emission = winParticles.emission;
|
||||
emission.rateOverTime = amount * 13;
|
||||
|
||||
var main = winParticles.main;
|
||||
main.simulationSpeed = speed;
|
||||
|
||||
doWin = lottery;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/SlotMonster/SlotMonster.cs.meta
Normal file
11
Assets/Scripts/Games/SlotMonster/SlotMonster.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f79fca04123cc5549a805edd910198b9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -423,6 +423,16 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader RvlSeeSawLoader failed!");
|
||||
}
|
||||
|
||||
game = NtrSlotMonsterLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader NtrSlotMonsterLoader failed!");
|
||||
}
|
||||
|
||||
game = AgbGhostLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue