mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
b189eb8895
* Fixed Airboarder bopping, reworked floor texture - Airboarder bops will no longer interrupt whiff animations or YEAAAAAAAH LET'S GO - The floor now uses a custom shader that makes the textures much more vibrant * Added glow effect to charge animation
596 lines
No EOL
25 KiB
C#
596 lines
No EOL
25 KiB
C#
using System;
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using System.Linq;
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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 HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using Jukebox;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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/// Minigame loaders handle the setup of your minigame.
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/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
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/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
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/// `Platformcode` is a three-leter platform code with the minigame's origin
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/// `Name` is a short internal name
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/// `Loader` is the string "Loader"
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/// Platform codes are as follows:
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/// Agb: Gameboy Advance ("Advance Gameboy")
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/// Ntr: Nintendo DS ("Nitro")
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/// Rvl: Nintendo Wii ("Revolution")
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/// Ctr: Nintendo 3DS ("Centrair")
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/// Mob: Mobile
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/// Pco: PC / Other
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/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
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/// For help, feel free to reach out to us on our discord, in the #development channel.
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public static class NtrAirboarderLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("airboarder", "Airboarder", "fbd4f2", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {Airboarder.instance.BopToggle(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["auto"], eventCaller.currentEntity["toggle"]);},
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Bop", "Toggle if the airboarders should bop for the duration of this event."),
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new Param("auto", false, "Autobop", "Toggle if the airboarders should bop automatically until another Bop event is reached."),
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}
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},
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new GameAction("duck", "Duck")
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{
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function = delegate {Airboarder.instance.PrepareJump(eventCaller.currentEntity.beat, eventCaller.currentEntity["ready"]);},
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defaultLength = 4f,
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resizable = false,
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parameters = new List<Param>()
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{
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new Param("ready", true, "Play Ready Sound", "Toggle if the ready sound plays."),
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}
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},
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new GameAction("crouch", "Charged Duck")
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{
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function = delegate {Airboarder.instance.PrepareJump(eventCaller.currentEntity.beat, eventCaller.currentEntity["ready"]);},
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defaultLength = 4f,
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resizable = false,
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parameters = new List<Param>()
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{
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new Param("ready", true, "Play Ready Sound", "Toggle if the ready sound plays."),
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}
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},
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new GameAction("jump", "Jump")
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{
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function = delegate {Airboarder.instance.PrepareJump(eventCaller.currentEntity.beat, eventCaller.currentEntity["ready"]);},
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defaultLength = 4f,
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resizable = false,
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parameters = new List<Param>()
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{
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new Param("ready", false, "Play Ready Sound", "Toggle if the ready sound plays."),
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}
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},
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new GameAction("forceCharge", "Force Charge")
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{
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function = delegate {Airboarder.instance.ForceCharge(); },
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defaultLength = 0.5f,
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resizable = false,
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},
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new GameAction("letsGo", "YEAAAAAH LET'S GO")
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{
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function = delegate {Airboarder.instance.YeahLetsGo(eventCaller.currentEntity.beat, eventCaller.currentEntity["sound"]);},
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defaultLength = 8f,
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resizable = false,
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parameters = new List<Param>()
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{
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new Param("sound", true, "Play Sound", "Toggle if the 'YEAAAAAH LET'S GO' voice clip plays."),
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}
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},
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new GameAction("fade background", "Background Color")
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{
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function = delegate {Airboarder.instance.BackgroundColor(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["colorStart"], eventCaller.currentEntity["colorEnd"], eventCaller.currentEntity["cloudStart"], eventCaller.currentEntity["cloudEnd"], eventCaller.currentEntity["ease"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorStart", Airboarder.defaultBGColor, "Sky Start Color", "Set the sky color at the start of the event."),
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new Param("colorEnd", Airboarder.defaultBGColor, "Sky End Color", "Set the sky color at the end of the event."),
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new Param("cloudStart", Color.white, "Cloud Start Color", "Set the cloud color at the start of the event."),
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new Param("cloudEnd", Color.white, "Cloud End Color", "Set the cloud color at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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},
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new GameAction("fade floor", "Floor Color")
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{
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function = delegate {Airboarder.instance.FloorColor(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["colorStart"], eventCaller.currentEntity["colorEnd"], eventCaller.currentEntity["stripeStart"], eventCaller.currentEntity["stripeEnd"], eventCaller.currentEntity["ease"]);},
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorStart", Color.white, "Wide Stripe Start Color", "Set the color of the wide stripes at the start of the event."),
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new Param("colorEnd", Color.white, "Wide Stripe End Color", "Set the color of the wide stripes at the end of the event."),
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new Param("stripeStart", Airboarder.defaultStripeColor, "Thin Stripe Start Color", "Set the color of the thin stripes at the start of the event."),
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new Param("stripeEnd", Airboarder.defaultStripeColor, "Thin Stripe End Color", "Set the color of the thin stripes at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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},
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new GameAction("camera", "Camera Controls")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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// var rotation = new Vector3(0, e["valA"], 0);
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Airboarder.instance.ChangeCamera(eventCaller.currentEntity.beat, eventCaller.currentEntity["valA"], eventCaller.currentEntity["valB"], eventCaller.currentEntity.length, (Util.EasingFunction.Ease)eventCaller.currentEntity["type"], eventCaller.currentEntity["additive"]);
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},
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defaultLength = 4,
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resizable = true,
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hidden = true,
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parameters = new List<Param>() {
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new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Rotation", "Set the rotation of the camera around the pivot point."),
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new Param("valB", new EntityTypes.Float(0.1f, 4f, 0.5f), "Zoom", "Set the camera's level of zoom."),
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new Param("type", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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new Param("additive", true, "Additive Rotation", "Toggle if the above rotation should be added to the current angle instead of setting the target angle to travel to.")
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}
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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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// "ntrAirboarder", "en",
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// new List<string>() { }
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chronologicalSortKey: 99
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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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/// This class handles the minigame logic.
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/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
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using Scripts_Airboarder;
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public class Airboarder : Minigame
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{
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public static Airboarder instance;
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public static Color defaultBGColor = new Color(0.9921569f, 0.7686275f, 0.9921569f);
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public static Color defaultFloorColor = Color.white;
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public static Color defaultStripeColor = new Color(0.8274511f, 0.1254902f, 0.8078432f);
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public static Color defaultCloudColor = Color.white;
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private ColorEase bgColorEase = new(defaultBGColor);
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private ColorEase cloudColorEase = new(defaultCloudColor);
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private ColorEase[] colorEases = new ColorEase[2];
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public bool wantsCrouch;
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[Header("Materials")]
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[SerializeField] private Material bgMaterial;
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[SerializeField] private Material fadeMaterial;
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[SerializeField] private Material floorMaterial;
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[SerializeField] private Material cloudMaterial;
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[Header("Camera")]
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[SerializeField] Transform cameraPivot;
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[SerializeField] Transform cameraPos;
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[SerializeField] float cameraFOV;
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[Header("Objects")]
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[SerializeField] Arch archBasic;
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[SerializeField] Wall wallBasic;
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[SerializeField] GameObject floor;
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[Header("Animators")]
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[SerializeField] public Animator CPU1;
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[SerializeField] public Animator CPU2;
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[SerializeField] public Animator Player;
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[SerializeField] public Animator Dog;
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[SerializeField] public Animator Tail;
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[SerializeField] public Animator Floor;
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bool goBop;
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public bool cpu1CantBop = false;
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public bool cpu2CantBop = false;
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public bool playerCantBop = false;
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public double startBeat;
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public double switchBeat;
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double cameraRotateBeat = double.MaxValue;
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double cameraRotateLength;
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Util.EasingFunction.Ease cameraRotateEase;
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float cameraRotateLast = 0, cameraScaleLast = 1;
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float cameraRotateNext = 0, cameraScaleNext = 1;
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public float startFloor;
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private void Awake()
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{
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colorEases = new ColorEase[] {
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new(Color.white),
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new(new Color (0.8274511F, 0.1254902F, 0.8078432F)),
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};
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instance = this;
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SetupBopRegion("airboarder", "bop", "auto");
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wantsCrouch = false;
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GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
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GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
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GameCamera.AdditionalFoV = cameraFOV;
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}
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public override void OnGameSwitch(double beat)
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{
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List<BeatAction.Action> actions = new()
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{};
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wantsCrouch = false;
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double switchBeat = beat;
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//double startBeat = double.MaxValue; Unused value - Marc
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double endBeat = double.MaxValue;
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var entities = GameManager.instance.Beatmap.Entities;
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//find when the next game switch/remix end happens
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var nextGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat > beat && x.datamodel != "gameManager/switchGame/airboarder");
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//double nextGameSwitchBeat = double.MaxValue; Unused value - Marc
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//lists arch and wall events
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List<RiqEntity> blockEvents = gameManager.Beatmap.Entities.FindAll(e => e.datamodel is "airboarder/duck" or "airboarder/crouch" or "airboarder/jump" && e.beat >= beat && e.beat < endBeat);
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foreach (var e in blockEvents)
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{
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double unswungBeat = Conductor.instance.GetUnSwungBeat(e.beat);
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switch (e.datamodel) {
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case "airboarder/duck":
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RequestArch(e.beat - 25, false);
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break;
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case "airboarder/crouch":
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RequestArch(e.beat - 25, true);
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break;
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case "airboarder/jump":
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RequestWall(e.beat - 25);
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break;
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}
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}
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PersistColor (beat);
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}
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private void Start()
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{
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EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble);
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bgMaterial.color = defaultBGColor;
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fadeMaterial.color = defaultBGColor;
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cloudMaterial.color = defaultCloudColor;
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}
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void EntityPreCheck(double beat)
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{
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cameraRotateBeat = double.MaxValue;
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cameraRotateLength = 0;
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cameraRotateEase = Util.EasingFunction.Ease.Linear;
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cameraRotateLast = 0; cameraScaleLast = 1;
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cameraRotateNext = 0; cameraScaleNext = 1;
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List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat < beat && c.datamodel.Split(0) == "airboarder");
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RiqEntity lastGameSwitch = GameManager.instance.Beatmap.Entities.FindLast(c => c.beat <= beat && c.datamodel == "gameManager/switchGame/airboarder");
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if (lastGameSwitch == null) return;
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List<RiqEntity> cameraEntities = prevEntities.FindAll(c => c.beat >= lastGameSwitch.beat && c.datamodel == "airboarder/camera");
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foreach (var entity in cameraEntities)
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{
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ChangeCamera(entity.beat, entity["valA"], entity["valB"], entity.length, (Util.EasingFunction.Ease)entity["type"], entity["additive"]);
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}
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UpdateCamera(beat);
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}
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public override void OnPlay(double beat)
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{
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EntityPreCheck(beat);
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OnGameSwitch(beat);
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}
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void UpdateCamera(double beat)
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{
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if (beat >= cameraRotateBeat)
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{
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cameraRotateEase);
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float rotProg = Conductor.instance.GetPositionFromBeat(cameraRotateBeat, cameraRotateLength, true);
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rotProg = Mathf.Clamp01(rotProg);
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float rot = func(cameraRotateLast, cameraRotateNext, rotProg);
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cameraPivot.rotation = Quaternion.Euler(0, rot, 0);
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cameraPivot.localScale = Vector3.one * func(cameraScaleLast, cameraScaleNext, rotProg);
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}
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GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
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GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
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GameCamera.AdditionalFoV = cameraFOV;
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}
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public void Update()
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{
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var cond = Conductor.instance;
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var currentBeat = cond.unswungSongPositionInBeatsAsDouble;
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ColorUpdate();
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 5f);
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Floor.Play("moving", 0, normalizedBeat);
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Floor.speed = 0;
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Dog.Play("run", 0, normalizedBeat*7.5f);
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Dog.Play("wag",1,normalizedBeat*2.5f);
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if (cond.isPlaying && !cond.isPaused){
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)){
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if (wantsCrouch)
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{
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Player.DoScaledAnimationAsync("charge",1f, 0, 1);
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playerCantBop = true;
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}
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else
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{
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Player.DoScaledAnimationAsync("duck",1f, 0, 1);
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SoundByte.PlayOneShotGame("airboarder/crouch");
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BeatAction.New(this, new() {
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new(currentBeat, ()=>playerCantBop = true),
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new(currentBeat+1.5f, ()=>playerCantBop = false)});
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}
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}
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if (PlayerInput.GetIsAction(InputAction_BasicRelease) && !IsExpectingInputNow(InputAction_BasicRelease)){
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if (wantsCrouch)
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{
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Player.DoScaledAnimationAsync("hold",1f, 0, 1);
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playerCantBop = false;
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}
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}
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if (PlayerInput.GetIsAction(InputAction_FlickRelease) && !IsExpectingInputNow(InputAction_FlickRelease))
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{
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if ( PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
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{
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Player.DoScaledAnimationAsync("jump",1f, 0, 1);
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SoundByte.PlayOneShotGame("airboarder/jump");
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BeatAction.New(this, new() {
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new(currentBeat, ()=>playerCantBop = true),
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new(currentBeat+1.5f, ()=>playerCantBop = false)});
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}
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}
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}
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UpdateCamera(currentBeat);
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}
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//call this in update
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private void ColorUpdate()
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{
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bgMaterial.color = bgColorEase.GetColor();
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fadeMaterial.color = bgColorEase.GetColor();
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cloudMaterial.color = cloudColorEase.GetColor();
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floorMaterial.SetColor("_BlueColor", colorEases[0].GetColor());
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floorMaterial.SetColor("_RedColor", colorEases[1].GetColor());
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}
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public void BackgroundColor(double beat, float length, Color startColor, Color endColor, Color startCloud, Color endCloud, int ease)
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{
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bgColorEase = new(beat, length, startColor, endColor, ease);
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cloudColorEase = new(beat, length, startCloud, endCloud, ease);
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}
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public void FloorColor(double beat, float length, Color startColor, Color endColor, Color startStripe, Color endStripe, int ease)
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{
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colorEases = new ColorEase[] {
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new(beat, length, startColor, endColor, ease),
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new(beat, length, startStripe, endStripe, ease),
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};
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}
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private void PersistColor(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("airboarder", new string[] { "fade background" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEvent = allEventsBeforeBeat[^1];
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BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["cloudStart"], lastEvent["cloudEnd"], lastEvent["ease"]);
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}
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var allEventsBeforeBeatF = EventCaller.GetAllInGameManagerList("airboarder", new string[] { "fade floor" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeatF.Count > 0)
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{
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allEventsBeforeBeatF.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEventF = allEventsBeforeBeatF[^1];
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FloorColor(lastEventF.beat, lastEventF.length, lastEventF["colorStart"], lastEventF["colorEnd"], lastEventF["stripeStart"], lastEventF["stripeEnd"], lastEventF["ease"]);
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}
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}
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public void ForceCharge()
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{
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CPU1.DoScaledAnimationAsync("charge", 1f, 0, 1);
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CPU2.DoScaledAnimationAsync("charge", 1f, 0, 1);
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Player.DoScaledAnimationAsync("charge", 1f, 0, 1);
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cpu1CantBop = true;
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cpu2CantBop = true;
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playerCantBop = true;
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wantsCrouch = true;
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}
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public override void OnBeatPulse(double beat)
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{
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if (BeatIsInBopRegion(beat))
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{
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Bop();
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}
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}
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public void PrepareJump(double beat, bool readySound)
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{
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if (readySound)
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{
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SoundByte.PlayOneShotGame("airboarder/ready");
|
|
}
|
|
|
|
}
|
|
|
|
public void ChangeCamera(double beat, float rotation, float camZoom, double length, Util.EasingFunction.Ease ease, bool additive = true)
|
|
{
|
|
cameraRotateBeat = beat;
|
|
cameraRotateLength = length;
|
|
cameraRotateEase = ease;
|
|
cameraRotateLast = cameraRotateNext % 360f;
|
|
cameraScaleLast = cameraScaleNext;
|
|
cameraScaleNext = camZoom;
|
|
if (additive)
|
|
{
|
|
cameraRotateNext = cameraRotateLast + rotation;
|
|
}
|
|
else
|
|
{
|
|
cameraRotateNext = rotation;
|
|
}
|
|
}
|
|
|
|
public void BopToggle(double beat, float length, bool boarders, bool autoBop)
|
|
{
|
|
|
|
if (boarders)
|
|
{
|
|
List<BeatAction.Action> bops = new List<BeatAction.Action>();
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
bops.Add(new BeatAction.Action(beat + i, delegate { Bop(); }));
|
|
}
|
|
BeatAction.New(instance, bops);
|
|
}
|
|
}
|
|
|
|
public void Bop()
|
|
{
|
|
if (!playerCantBop){
|
|
Player.DoScaledAnimationAsync("bop",0.5f, 0, 1);
|
|
}
|
|
if (!cpu1CantBop){
|
|
CPU1.DoScaledAnimationAsync("bop",0.5f, 0, 1);
|
|
}
|
|
if (!cpu2CantBop){
|
|
CPU2.DoScaledAnimationAsync("bop",0.5f, 0, 1);
|
|
}
|
|
}
|
|
|
|
public void YeahLetsGo(double beat, bool voiceOn)
|
|
{
|
|
if(voiceOn)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>(){
|
|
|
|
new BeatAction.Action(beat, delegate {SoundByte.PlayOneShotGame("airboarder/start1");}),
|
|
new BeatAction.Action(beat + 6.5, delegate {SoundByte.PlayOneShotGame("airboarder/start2");}),
|
|
new BeatAction.Action(beat + 7, delegate {SoundByte.PlayOneShotGame("airboarder/start3");}),
|
|
});
|
|
}
|
|
BeatAction.New(instance, new List<BeatAction.Action>(){
|
|
|
|
new BeatAction.Action(beat, delegate {
|
|
cpu1CantBop = true;
|
|
cpu2CantBop = true;
|
|
playerCantBop = true;
|
|
CPU1.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
|
|
CPU2.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
|
|
Player.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
|
|
}),
|
|
|
|
new BeatAction.Action(beat+7, delegate {
|
|
cpu1CantBop = false;
|
|
cpu2CantBop = false;
|
|
playerCantBop = false;
|
|
})
|
|
}
|
|
|
|
);
|
|
}
|
|
|
|
public void MissSound(double beat)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("airboarder/miss1", beat),
|
|
new MultiSound.Sound("airboarder/missvox", beat),
|
|
new MultiSound.Sound("airboarder/miss2", beat + 0.25f),
|
|
new MultiSound.Sound("airboarder/miss3", beat + 0.75f),
|
|
new MultiSound.Sound("airboarder/miss4", beat + 0.875f),
|
|
new MultiSound.Sound("airboarder/miss5", beat + 1f),
|
|
new MultiSound.Sound("airboarder/miss6", beat + 1.125f),
|
|
new MultiSound.Sound("airboarder/miss7", beat + 1.25f),
|
|
new MultiSound.Sound("airboarder/miss8", beat + 1.5f),
|
|
new MultiSound.Sound("airboarder/miss9", beat + 1.75f),
|
|
new MultiSound.Sound("airboarder/miss10", beat + 2f),
|
|
new MultiSound.Sound("airboarder/miss11", beat + 2.25f),
|
|
new MultiSound.Sound("airboarder/miss12", beat + 2.5f),
|
|
new MultiSound.Sound("airboarder/miss13", beat + 2.75f),
|
|
new MultiSound.Sound("airboarder/miss14", beat + 3f),
|
|
new MultiSound.Sound("airboarder/miss15", beat + 3.25f)
|
|
});
|
|
}
|
|
|
|
public void RequestArch(double beat, bool crouch)
|
|
{
|
|
Arch newArch = Instantiate(archBasic, transform);
|
|
newArch.appearBeat = beat;
|
|
newArch.gameObject.SetActive(true);
|
|
if (crouch) {
|
|
archBasic.CueCrouch(beat+25);
|
|
} else {
|
|
newArch.CueDuck(beat+25);
|
|
}
|
|
}
|
|
|
|
public void RequestWall(double beat)
|
|
{
|
|
Wall newWall = Instantiate(wallBasic, transform);
|
|
newWall.appearBeat = beat;
|
|
newWall.gameObject.SetActive(true);
|
|
newWall.CueJump(beat+25);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
} |