mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
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>
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23 changed files with 4004 additions and 1644 deletions
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@ -676,16 +676,16 @@ TextureImporter:
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@ -697,16 +697,16 @@ TextureImporter:
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@ -718,16 +718,16 @@ TextureImporter:
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@ -739,16 +739,16 @@ TextureImporter:
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name: spaceball_hat_1_2
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name: spaceball_hat_1_2
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rect:
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rect:
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physicsShape: []
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@ -760,16 +760,16 @@ TextureImporter:
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name: spaceball_hat_1_3
|
name: spaceball_hat_1_3
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rect:
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rect:
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serializedVersion: 2
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@ -781,16 +781,16 @@ TextureImporter:
|
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name: spaceball_hat_1_4
|
name: spaceball_hat_1_4
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rect:
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rect:
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serializedVersion: 2
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outline: []
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physicsShape: []
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tessellationDetail: 0
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bones: []
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bones: []
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spriteID: 5d767d7cdeb601c80800000000000000
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spriteID: 5d767d7cdeb601c80800000000000000
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internalID: -8354058639768066091
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@ -802,16 +802,16 @@ TextureImporter:
|
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name: spaceball_umpire_shadow
|
name: spaceball_umpire_shadow
|
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rect:
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rect:
|
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serializedVersion: 2
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serializedVersion: 2
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@ -823,16 +823,16 @@ TextureImporter:
|
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name: spaceball_dust_0
|
name: spaceball_dust_0
|
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rect:
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rect:
|
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@ -844,16 +844,16 @@ TextureImporter:
|
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name: spaceball_dust_1
|
name: spaceball_dust_1
|
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|
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||||||
|
@ -865,16 +865,16 @@ TextureImporter:
|
||||||
name: spaceball_dust_2
|
name: spaceball_dust_2
|
||||||
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|
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|
||||||
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||||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -46,7 +46,7 @@ TextureImporter:
|
||||||
spriteMeshType: 1
|
spriteMeshType: 1
|
||||||
alignment: 0
|
alignment: 0
|
||||||
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|
spritePivot: {x: 0.5, y: 0.5}
|
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spritePixelsToUnits: 100
|
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|
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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|
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spriteGenerateFallbackPhysicsShape: 1
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
alphaUsage: 1
|
alphaUsage: 1
|
||||||
|
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue