General Fixes (#355)

* Somen Anims

* Icon Updates

* Slurp implemented

* Somen man now resets pose

* Spaceball is no longer too hd

* Spaceball bat fix

Fixed the position of the bat grip thing on air batter's idle

* Mage's upscale downscales

Note to self, do the pure downscale assets later

* Launch party bg upscale

forgot this one oops

* i forgor

changed ct2 bg from 2048 to 4096

* blue bear icon update. again.

help

---------

Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
This commit is contained in:
Seanski2 2023-03-20 18:20:34 -04:00 committed by GitHub
parent 77bfcfd3af
commit f1193bc6f3
23 changed files with 4004 additions and 1644 deletions

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@ -760,16 +760,16 @@ TextureImporter:
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View file

@ -31,6 +31,10 @@ namespace HeavenStudio.Games.Loaders
{ {
function = delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); }, function = delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); },
}, },
new GameAction("slurp", "Slurp")
{
function = delegate { RhythmSomen.instance.Slurp(eventCaller.currentEntity.beat); }
},
new GameAction("bop", "Bop") new GameAction("bop", "Bop")
{ {
function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); }, function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); },
@ -54,6 +58,7 @@ namespace HeavenStudio.Games
[SerializeField] ParticleSystem splashEffect; [SerializeField] ParticleSystem splashEffect;
public Animator SomenPlayer; public Animator SomenPlayer;
public Animator FrontArm; public Animator FrontArm;
[SerializeField] Animator backArm;
public Animator EffectHit; public Animator EffectHit;
public Animator EffectSweat; public Animator EffectSweat;
public Animator EffectExclam; public Animator EffectExclam;
@ -62,6 +67,8 @@ namespace HeavenStudio.Games
public Animator FarCrane; public Animator FarCrane;
public GameObject Player; public GameObject Player;
private bool shouldBop = true; private bool shouldBop = true;
private bool missed;
private bool hasSlurped;
public GameEvent bop = new GameEvent(); public GameEvent bop = new GameEvent();
@ -86,11 +93,34 @@ namespace HeavenStudio.Games
{ {
Jukebox.PlayOneShotGame("rhythmSomen/somen_mistake"); Jukebox.PlayOneShotGame("rhythmSomen/somen_mistake");
FrontArm.Play("ArmPluck", -1, 0); FrontArm.Play("ArmPluck", -1, 0);
backArm.Play("BackArmNothing", 0, 0);
hasSlurped = false;
EffectSweat.Play("BlobSweating", -1, 0); EffectSweat.Play("BlobSweating", -1, 0);
ScoreMiss(); ScoreMiss();
} }
} }
public void Slurp(float beat)
{
if (!missed)
{
backArm.Play("BackArmLift", 0, 0);
FrontArm.DoScaledAnimationAsync("ArmSlurp", 0.5f);
hasSlurped = true;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1f, delegate
{
if (hasSlurped)
{
backArm.Play("BackArmNothing", 0, 0);
FrontArm.Play("ArmNothing", 0, 0);
}
})
});
}
}
public void ToggleBop(float beat, float length, bool bopOrNah, bool autoBop) public void ToggleBop(float beat, float length, bool bopOrNah, bool autoBop)
{ {
shouldBop = autoBop; shouldBop = autoBop;
@ -185,22 +215,27 @@ namespace HeavenStudio.Games
public void CatchSuccess(PlayerActionEvent caller, float state) public void CatchSuccess(PlayerActionEvent caller, float state)
{ {
backArm.Play("BackArmNothing", 0, 0);
hasSlurped = false;
splashEffect.Play(); splashEffect.Play();
if (state >= 1f || state <= -1f) if (state >= 1f || state <= -1f)
{ {
Jukebox.PlayOneShotGame("rhythmSomen/somen_splash"); Jukebox.PlayOneShotGame("rhythmSomen/somen_splash");
FrontArm.Play("ArmPluckNG", -1, 0); FrontArm.Play("ArmPluckNG", -1, 0);
EffectSweat.Play("BlobSweating", -1, 0); EffectSweat.Play("BlobSweating", -1, 0);
missed = true;
return; return;
} }
Jukebox.PlayOneShotGame("rhythmSomen/somen_catch"); Jukebox.PlayOneShotGame("rhythmSomen/somen_catch");
Jukebox.PlayOneShotGame("rhythmSomen/somen_catch_old", volume: 0.25f); Jukebox.PlayOneShotGame("rhythmSomen/somen_catch_old", volume: 0.25f);
FrontArm.Play("ArmPluckOK", -1, 0); FrontArm.Play("ArmPluckOK", -1, 0);
EffectHit.Play("HitAppear", -1, 0); EffectHit.Play("HitAppear", -1, 0);
missed = false;
} }
public void CatchMiss(PlayerActionEvent caller) public void CatchMiss(PlayerActionEvent caller)
{ {
missed = true;
EffectShock.Play("ShockAppear", -1, 0); EffectShock.Play("ShockAppear", -1, 0);
} }