mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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33253e3c27
* 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
* random things just broke
* for whatever reason animation controller for boss got reverted, breaking an animation
* and we forgot to merge two spritesheets instead of just replacing one with the other. oops
* sfx volume lowerd
* ok cool commit time
* added superscroll (MADE BY STARPELLY)
* fixed dog ninja backwards compatibility
* fixed meat grinder's startinterval need
* added d pad controls to dog ninja and meat grinder
* oops forgot to add dpad for dog ninja
* remove d-pad from meat grinder 😢
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
248 lines
No EOL
8.5 KiB
C#
248 lines
No EOL
8.5 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", "501d18", 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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preFunctionLength = 1f,
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MeatGrinder.PreMeatCall(e.beat);
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},
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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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preFunctionLength = 2f,
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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.length, e["bop"], e["bossBop"]);
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},
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parameters = new List<Param>()
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{
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new Param("bop", true, "Boss Bops?", "Does Boss bop?"),
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new Param("bossBop", false, "Boss Bops? (Auto)", "Does Boss Auto bop?"),
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},
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resizable = true,
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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<float> queuedInputs = new List<float>();
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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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bool dontCall = false;
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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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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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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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intervalStarted = false;
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
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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, float length, bool doesBop, bool autoBop)
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{
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bossBop = autoBop;
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if (doesBop)
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{
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for (int i = 0; i < length; i++)
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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(beat + i, delegate
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{
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if (!BossAnim.IsPlayingAnimationName("BossCall") && !BossAnim.IsPlayingAnimationName("BossSignal"))
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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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});
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}
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}
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}
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public static void PreInterval(float beat, float interval)
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{
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if (!MeatGrinder.instance.intervalStarted && !MeatGrinder.instance.dontCall) {
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound(sfxName+"startSignal", beat - 1f), }, forcePlay: true);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat - 1, delegate { instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f); }), });
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}
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MeatGrinder.instance.dontCall = true;
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MeatGrinder.instance.beatInterval = interval;
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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) { intervalStarted = true; }
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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 static void PreMeatCall(float beat)
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{
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if (!MeatGrinder.instance.dontCall) {
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat - 1, delegate { MeatGrinder.PreInterval(beat, instance.beatInterval); }),
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});
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}
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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(beat - intervalStartBeat);
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}
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public void PassTurn(float beat)
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{
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dontCall = false;
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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 + 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;
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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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} |