mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
d8eb69c033
* meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
227 lines
No EOL
7.2 KiB
C#
227 lines
No EOL
7.2 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class pcoMeatLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("meatGrinder", "Meat Grinder", "f1492e", false, false, new List<GameAction>()
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{
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new GameAction("MeatToss", "Meat Toss")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MeatGrinder.instance.MeatToss(e.beat);
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},
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defaultLength = 2f,
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priority = 2,
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},
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new GameAction("MeatCall", "Meat Call")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MeatGrinder.instance.MeatCall(e.beat);
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},
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defaultLength = 0.5f,
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priority = 2,
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},
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new GameAction("StartInterval", "Start Interval")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MeatGrinder.instance.StartInterval(e.beat, e.length);
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},
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defaultLength = 4f,
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resizable = true,
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priority = 1,
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MeatGrinder.PreInterval(e.beat, e.length);
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},
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},
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new GameAction("bop", "Bop")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MeatGrinder.instance.Bop(e.beat, e["bossBop"]);
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},
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parameters = new List<Param>()
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{
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new Param("bossBop", false, "Boss Bops?", "Does Boss bop?"),
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},
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defaultLength = 0.5f,
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priority = 4,
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},
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});
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_MeatGrinder;
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public class MeatGrinder : Minigame
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{
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static List<QueuedMeatInput> queuedInputs = new List<QueuedMeatInput>();
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struct QueuedMeatInput
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{
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public float beatAwayFromStart;
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}
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[Header("Objects")]
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public GameObject MeatBase;
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[Header("Animators")]
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public Animator BossAnim;
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public Animator TackAnim;
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[Header("Variables")]
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bool intervalStarted;
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float intervalStartBeat;
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float beatInterval = 4f;
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bool bossBop = true;
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public bool bossAnnoyed = false;
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private float lastReportedBeat = 0f;
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const string sfxName = "meatGrinder/";
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public static MeatGrinder instance;
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public enum MeatType
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{
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Dark,
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Light,
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}
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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 (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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}
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private void Update()
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{
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
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{
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intervalStarted = false;
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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ScoreMiss();
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TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
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TackAnim.SetBool("tackMeated", false);
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Jukebox.PlayOneShotGame(sfxName+"whiff");
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if (bossAnnoyed) BossAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true);
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}
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private void LateUpdate()
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{
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if (Conductor.instance.ReportBeat(ref lastReportedBeat)
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&& !BossAnim.IsPlayingAnimationName("BossCall")
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&& !BossAnim.IsPlayingAnimationName("BossSignal")
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&& bossBop)
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{
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BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
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};
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}
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public void Bop(float beat, bool doesBop)
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{
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bossBop = doesBop;
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}
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public static void PreInterval(float beat, float interval)
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{
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MeatGrinder.instance.beatInterval = interval;
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat - 1, delegate { instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f); }),
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});
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(sfxName+"startSignal", beat - 1f),
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}, forcePlay: true);
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}
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public void StartInterval(float beat, float interval)
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{
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intervalStartBeat = beat;
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if (!intervalStarted)
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{
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intervalStarted = true;
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}
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + interval - 1, delegate { PassTurn(beat); }),
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});
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}
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public void MeatToss(float beat)
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{
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Jukebox.PlayOneShotGame(sfxName+"toss");
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MeatToss Meat = Instantiate(MeatBase).GetComponent<MeatToss>();
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Meat.startBeat = beat;
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Meat.cueLength = 1f;
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Meat.cueBased = true;
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Meat.meatType = "DarkMeat";
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}
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public void MeatCall(float beat)
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{
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BossAnim.DoScaledAnimationAsync("BossCall", 0.5f);
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Jukebox.PlayOneShotGame(sfxName+"signal");
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if (!intervalStarted)
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{
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StartInterval(beat, beatInterval);
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}
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queuedInputs.Add(new QueuedMeatInput()
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{
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beatAwayFromStart = beat - intervalStartBeat,
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});
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}
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public void PassTurn(float beat)
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{
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intervalStarted = false;
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foreach (var input in queuedInputs)
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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(input.beatAwayFromStart + beat, delegate {
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MeatToss Meat = Instantiate(MeatBase).GetComponent<MeatToss>();
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Meat.startBeat = beat;
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Meat.cueLength = beatInterval + input.beatAwayFromStart;
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Meat.cueBased = false;
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Meat.meatType = "LightMeat";
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}),
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});
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}
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queuedInputs.Clear();
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}
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}
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} |