mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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eaba812665
* implement a fix for #196 - improve checking for unwanted inputs in minigame scripts, see Fan Club, Karate Man, and Pajama Party for examples - provisionally implemented calculating average player input offset * update samurai slice ds to new assets implement near miss feedback * import new pajama party assets
154 lines
4.6 KiB
C#
154 lines
4.6 KiB
C#
using HeavenStudio.Util;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using DG.Tweening;
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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 NtrSamuraiLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "00165D", false, false, new List<GameAction>()
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{
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new GameAction("spawn object", "Toss Object")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], (int) eventCaller.currentEntity["valA"]);
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},
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defaultLength = 8,
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parameters = new List<Param>()
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{
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new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the object spills out when sliced"),
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}
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},
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},
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new List<string>() {"ntr", "normal"},
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"ntrsamurai", "en",
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new List<string>() {"en"}
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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_NtrSamurai;
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public class SamuraiSliceNtr : Minigame
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{
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public enum ObjectType {
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Melon,
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Fish,
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Demon,
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Melon2B2T,
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}
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[Header("References")]
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public NtrSamurai player;
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public GameObject launcher;
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public GameObject objectPrefab;
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public GameObject childParent;
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public Transform objectHolder;
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public BezierCurve3D InCurve;
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public BezierCurve3D LaunchCurve;
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public BezierCurve3D LaunchHighCurve;
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public BezierCurve3D NgLaunchCurve;
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public BezierCurve3D DebrisLeftCurve;
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public BezierCurve3D DebrisRightCurve;
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public BezierCurve3D NgDebrisCurve;
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//game scene
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public static SamuraiSliceNtr instance;
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public GameEvent bop = new GameEvent();
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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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// Update is called once per frame
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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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{
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player.Bop();
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childParent.GetComponent<NtrSamuraiChild>().Bop();
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}
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if (PlayerInput.AltPressed())
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DoStep();
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if (PlayerInput.AltPressedUp() && player.isStepping())
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DoUnStep();
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if (PlayerInput.Pressed())
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DoSlice();
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}
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public void DoStep()
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{
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Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
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player.Step(false);
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launcher.GetComponent<Animator>().Play("Launch", -1, 0);
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}
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public void DoUnStep()
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{
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player.Step(true);
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launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
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}
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public void DoSlice()
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{
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if (player.isStepping())
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{
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launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
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}
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Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
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player.Slash();
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}
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public void Bop(float beat, float length)
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{
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bop.length = length;
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bop.startBeat = beat;
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}
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public void ObjectIn(float beat, int type = (int) ObjectType.Melon, int value = 1)
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{
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var mobj = GameObject.Instantiate(objectPrefab, objectHolder);
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var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
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mobjDat.startBeat = beat;
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mobjDat.type = type;
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mobjDat.holdingCash = value;
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mobj.SetActive(true);
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Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_in00");
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}
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public NtrSamuraiChild CreateChild(float beat)
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{
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var mobj = GameObject.Instantiate(childParent, objectHolder);
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var mobjDat = mobj.GetComponent<NtrSamuraiChild>();
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mobjDat.startBeat = beat;
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mobjDat.isMain = false;
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mobjDat.Bop();
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mobj.SetActive(true);
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mobj.GetComponent<SortingGroup>().sortingOrder = 7;
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return mobjDat;
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}
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}
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}
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