mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 04:05:11 +00:00
3a84c7c9bd
* 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>
417 lines
13 KiB
C#
417 lines
13 KiB
C#
using DG.Tweening;
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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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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class CtrCatchLoader
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{
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// minigame menu items
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("catchyTune", "Catchy Tune", "f2f2f2", false, false, new List<GameAction>()
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{
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new GameAction("orange", "Orange")
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{
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("side", CatchyTune.Side.Left, "Side", "The side the orange falls down"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching"),
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new Param("endSmile", new EntityTypes.Float(2, 100), "End Smile Beat", "How many beats after the catch should the smile end?")
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},
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false, e["endSmile"]); },
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},
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new GameAction("pineapple", "Pineapple")
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{
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defaultLength = 8f,
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parameters = new List<Param>()
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{
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new Param("side", CatchyTune.Side.Left, "Side", "The side the pineapple falls down"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching"),
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new Param("endSmile", new EntityTypes.Float(2, 100), "End Smile Beat", "How many beats after the catch should the smile end?")
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},
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true, e["endSmile"]); },
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},
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", CatchyTune.WhoBops.Both, "Bop", "Should Plalin and Alalin bop?"),
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new Param("bopAuto", CatchyTune.WhoBops.None, "Bop", "Should Plalin and Alalin auto bop?"),
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},
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},
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new GameAction("background", "Background")
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{
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function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.changeBG(e["BG"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("BG", CatchyTune.Background.Long, "BG", "The background to change to")
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},
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}
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},
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new List<string>() {"ctr", "normal"},
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"ctrcatchy",
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"en",
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new List<string>(){}
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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_CatchyTune;
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public class CatchyTune : Minigame
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{
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public enum Side
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{
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Left,
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Right,
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Both
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}
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public enum WhoBops
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{
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Alalin,
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Plalin,
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Both,
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None
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}
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public enum Background
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{
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Short,
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Long
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}
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[Header("Animators")]
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public Animator plalinAnim; // Left d-pad
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public Animator alalinAnim; // right A button
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[Header("References")]
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public GameObject orangeBase;
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public GameObject pineappleBase;
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public Transform fruitHolder;
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public GameObject heartMessage;
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public GameObject bg1;
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public GameObject bg2;
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// when to stop playing the catch animation
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private float stopCatchLeft = 0f;
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private float stopCatchRight = 0f;
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private float startSmile = 0f;
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private float stopSmile = 0f;
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private bool bopLeft = true;
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private bool bopRight = true;
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public GameEvent bop = new GameEvent();
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public static CatchyTune instance;
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static List<QueuedFruit> queuedFruits = new List<QueuedFruit>();
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struct QueuedFruit
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{
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public float beat;
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public int side;
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public bool smile;
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public bool isPineapple;
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public float endSmile;
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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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const float orangeoffset = 0.5f;
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const float pineappleoffset = 0.5f;
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private void Update()
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{
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Conductor cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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if (queuedFruits.Count > 0)
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{
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foreach (var fruit in queuedFruits)
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{
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DropFruit(fruit.beat, fruit.side, fruit.smile, fruit.isPineapple, fruit.endSmile);
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}
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queuedFruits.Clear();
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}
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// print(stopCatchLeft + " " + stopCatchRight);
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// print("current beat: " + conductor.songPositionInBeats);
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if (stopCatchLeft > 0 && stopCatchLeft <= cond.songPositionInBeats)
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{
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plalinAnim.Play("idle", 0, 0);
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stopCatchLeft = 0;
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}
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if (stopCatchRight > 0 && stopCatchRight <= cond.songPositionInBeats)
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{
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alalinAnim.Play("idle", 0, 0);
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stopCatchRight = 0;
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}
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if (startSmile > 0 && startSmile <= cond.songPositionInBeats)
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{
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//print("smile start");
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plalinAnim.Play("smile", 1, 0);
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alalinAnim.Play("smile", 1, 0);
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startSmile = 0;
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heartMessage.SetActive(true);
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}
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if (stopSmile > 0 && stopSmile <= cond.songPositionInBeats)
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{
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//print("smile stop");
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plalinAnim.Play("stopsmile", 1, 0);
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alalinAnim.Play("stopsmile", 1, 0);
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stopSmile = 0;
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heartMessage.SetActive(false);
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}
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (bopLeft && stopCatchLeft == 0)
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{
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plalinAnim.Play("bop", 0, 0);
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}
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if (bopRight && stopCatchRight == 0)
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{
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alalinAnim.Play("bop", 0, 0);
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}
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}
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if (!IsExpectingInputNow())
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{
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if (PlayerInput.GetAnyDirectionDown())
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{
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catchWhiff(false);
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}
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if (PlayerInput.Pressed())
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{
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catchWhiff(true);
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}
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}
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}
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}
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public void DropFruit(float beat, int side, bool smile, bool isPineapple, float endSmile)
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{
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var objectToSpawn = isPineapple ? pineappleBase : orangeBase;
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if (side == (int)Side.Left || side == (int)Side.Both)
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{
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DropFruitSingle(beat, false, smile, objectToSpawn, endSmile);
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}
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if (side == (int)Side.Right || side == (int)Side.Both)
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{
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DropFruitSingle(beat, true, smile, objectToSpawn, endSmile);
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}
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}
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//minenice: experiment to test preFunction
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public static void PreDropFruit(float beat, int side, bool smile, bool isPineapple, float endSmile)
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{
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float spawnBeat = beat - 1f;
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beat = beat - (isPineapple ? 2f : 1f);
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if (GameManager.instance.currentGame == "catchyTune")
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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(spawnBeat, delegate { if (instance != null) instance.DropFruit(beat, side, smile, isPineapple, endSmile); }),
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});
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}
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else
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{
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queuedFruits.Add(new QueuedFruit()
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{
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beat = beat,
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side = side,
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smile = smile,
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isPineapple = isPineapple,
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endSmile = endSmile
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});
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}
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if (side == (int)Side.Left || side == (int)Side.Both)
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{
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Fruit.PlaySound(beat, false, isPineapple);
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}
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if (side == (int)Side.Right || side == (int)Side.Both)
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{
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Fruit.PlaySound(beat, true, isPineapple);
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}
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}
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public void DropFruitSingle(float beat, bool side, bool smile, GameObject objectToSpawn, float endSmile)
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{
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var newFruit = GameObject.Instantiate(objectToSpawn, fruitHolder);
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var fruitComp = newFruit.GetComponent<Fruit>();
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fruitComp.startBeat = beat;
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fruitComp.side = side;
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fruitComp.smile = smile;
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fruitComp.endSmile = endSmile;
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newFruit.SetActive(true);
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}
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public void Bop(float beat, float length, int whoBops, int whoBopsAuto)
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{
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bopLeft = whoBopsAuto == (int)WhoBops.Plalin || whoBopsAuto == (int)WhoBops.Both;
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bopRight = whoBopsAuto == (int)WhoBops.Alalin || whoBopsAuto == (int)WhoBops.Both;
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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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BopSingle(whoBops);
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})
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});
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}
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}
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void BopSingle(int whoBops)
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{
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switch (whoBops)
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{
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case (int)WhoBops.Plalin:
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if (stopCatchLeft == 0)
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{
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plalinAnim.Play("bop", 0, 0);
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}
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break;
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case (int)WhoBops.Alalin:
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if (stopCatchRight == 0)
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{
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alalinAnim.Play("bop", 0, 0);
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}
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break;
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case (int)WhoBops.Both:
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if (stopCatchRight == 0)
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{
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alalinAnim.Play("bop", 0, 0);
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}
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if (stopCatchLeft == 0)
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{
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plalinAnim.Play("bop", 0, 0);
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}
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break;
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default:
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break;
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}
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}
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public void changeBG(int bg)
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{
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if (bg == 0)
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{
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bg1.SetActive(true);
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bg2.SetActive(false);
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}
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else
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{
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bg1.SetActive(false);
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bg2.SetActive(true);
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}
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}
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public void catchSuccess(bool side, bool isPineapple, bool smile, float beat, float endSmile)
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{
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string anim = isPineapple ? "catchPineapple" : "catchOrange";
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if (side)
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{
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alalinAnim.Play(anim, 0, 0);
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stopCatchRight = beat + 0.9f;
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}
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else
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{
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plalinAnim.Play(anim, 0, 0);
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stopCatchLeft = beat + 0.9f;
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}
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if (smile)
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{
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startSmile = beat + 1f;
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stopSmile = beat + endSmile;
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}
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}
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public void catchMiss(bool side, bool isPineapple)
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{
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// not the right sound at all but need an accurate rip
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Jukebox.PlayOneShotGame("catchyTune/fruitThrough");
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float beat = Conductor.instance.songPositionInBeats;
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string fruitType = isPineapple ? "Pineapple" : "Orange";
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if (side)
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{
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alalinAnim.Play("miss" + fruitType, 0, 0);
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stopCatchRight = beat + 0.7f;
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}
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else
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{
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plalinAnim.Play("miss" + fruitType, 0, 0);
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stopCatchLeft = beat + 0.7f;
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}
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}
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public void catchWhiff(bool side)
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{
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Jukebox.PlayOneShotGame("catchyTune/whiff");
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whiffAnim(side);
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}
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public void catchBarely(bool side)
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{
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if (side)
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{
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Jukebox.PlayOneShotGame("catchyTune/barely right");
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}
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else
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{
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Jukebox.PlayOneShotGame("catchyTune/barely left");
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}
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whiffAnim(side);
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}
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public void whiffAnim(bool side)
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{
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float beat = Conductor.instance.songPositionInBeats;
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if (side)
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{
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alalinAnim.Play("whiff", 0, 0);
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stopCatchRight = beat + 0.5f;
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}
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else
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{
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plalinAnim.Play("whiff", 0, 0);
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stopCatchLeft = beat + 0.5f;
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}
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}
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}
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}
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