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Dog Ninja Rework (#767)
* nearly the entire dog ninja rework lol. didn't think it would be this easy just a few more things to fix and we're good * fix some things, add NOT WORKING updater * final optimizations and fixes damn i didn't think the preparing stuff would be such a big deal * actual last fixes + ass buns
This commit is contained in:
@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using Jukebox;
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namespace HeavenStudio.Games.Loaders
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{
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@ -13,11 +14,46 @@ namespace HeavenStudio.Games.Loaders
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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RiqEntity ObjectUpdater(string datamodel, RiqEntity e)
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{
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if (datamodel == "dogNinja/ThrowObject" && e.version == 0)
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{
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e["diffObjs"] = e["direction"] == 2 && e["typeL"] != e["typeR"];
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e["type"] = e["direction"] is 0 or 2 ? (int)e["typeL"] : e["typeR"];
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e.version = 1;
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return e;
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}
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return null;
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}
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// // Beatmap.Entities isn't available in a riqentity updater...
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// RiqEntity BirdUpdater(string datamodel, RiqEntity e)
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// {
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// if (datamodel == "dogNinja/CutEverything" && e.version == 0)
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// {
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// RiqEntity nextBird = eventCaller.gameManager.Beatmap.Entities.Find(c => c.datamodel is "dogNinja/CutEverything" && c.beat > e.beat);
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// if (nextBird != null) nextBird.datamodel = "dogNinja/DELETE THIS";
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// e.length = nextBird != null ? (float)(nextBird.beat - e.beat) : 4;
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// e.version = 1;
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// return e;
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// }
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// return null;
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// }
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RiqBeatmap.OnUpdateEntity += ObjectUpdater;
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// RiqBeatmap.OnUpdateEntity += BirdUpdater;
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return new Minigame("dogNinja", "Dog Ninja", "554899", 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 { DogNinja.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["auto"], eventCaller.currentEntity["toggle"]); },
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function = delegate {
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out DogNinja instance)) {
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instance.Bop(e.beat, e.length, e["auto"], e["toggle"]);
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}
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},
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resizable = true,
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parameters = new List<Param>()
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{
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@ -27,17 +63,28 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("Prepare", "Prepare")
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{
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function = delegate { DogNinja.instance.Prepare(eventCaller.currentEntity.beat); },
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function = delegate {
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out DogNinja instance)) {
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instance.DoPrepare();
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}
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},
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defaultLength = 0.5f,
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},
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new GameAction("ThrowObject", "Throw Object")
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{
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function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, e["direction"], e["typeL"], e["typeR"], e["shouldPrepare"], false); },
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inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, e["direction"], e["typeL"], e["typeR"], e["shouldPrepare"], e["muteThrow"]); },
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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DogNinja.QueueObject(e.beat, e["direction"], e["diffObjs"], e["type"], e["typeL"], e["typeR"], e["shouldPrepare"], e["muteThrow"], e);
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},
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defaultLength = 2,
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parameters = new List<Param>()
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{
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new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Choose the side(s) the object(s) should be thrown from."),
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new Param("diffObjs", false, "Different Objects", "Toggle if the sides should be different.", new() {
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new((x, _) => (bool)x, "typeL", "typeR"),
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new((x, _) => !(bool)x, "type"),
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}),
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new Param("type", DogNinja.ObjectType.Random, "Object", "Choose the object to be thrown."),
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new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "Choose the object to be thrown from the left."),
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new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "Choose the object to be thrown from the right."),
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new Param("shouldPrepare", true, "Prepare", "Toggle if Dog Ninja should automatically prepare for this cue."),
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@ -46,57 +93,26 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("CutEverything", "Mister Eagle's Sign")
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{
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function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.CutEverything(e.beat, e["toggle"], e["text"]); },
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defaultLength = 0.5f,
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function = delegate {
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out DogNinja instance)) {
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instance.CutEverything(e.beat, e.length, e["toggle"], e["text"]);
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}
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},
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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("toggle", true, "Play Sound", "Toggle if the sound effect should play for flying in and out."),
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new Param("toggle", true, "Play Sound", "Toggle if the sound effect should play for flying in."),
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new Param("text", "Cut everything!", "Sign Text", "Set the text to be displayed on the sign.")
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}
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},
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new GameAction("HereWeGo", "Here We Go!")
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{
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function = delegate { DogNinja.instance.HereWeGo(eventCaller.currentEntity.beat); },
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preFunction = delegate { DogNinja.HereWeGo(eventCaller.currentEntity.beat); },
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defaultLength = 2,
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inactiveFunction = delegate { DogNinja.HereWeGoInactive(eventCaller.currentEntity.beat); },
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preFunctionLength = 1,
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},
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// these are still here for backwards-compatibility but are hidden in the editor
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new GameAction("ThrowObjectLeft", "Throw Object Left")
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{
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function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 0, e["type"], 0, true, false);},
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defaultLength = 2,
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hidden = true,
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parameters = new List<Param>()
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{
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new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"),
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 0, e["type"], 0, true, false);},
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},
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new GameAction("ThrowObjectRight", "Throw Object Right")
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{
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function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 1, 0, e["type"], true, false);},
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defaultLength = 2,
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hidden = true,
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parameters = new List<Param>()
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{
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new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"),
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 1, 0, e["type"], true, false);},
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},
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new GameAction("ThrowObjectBoth", "Throw Object Both")
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{
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function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 2, e["typeL"], e["typeR"], true, false);},
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defaultLength = 2,
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hidden = true,
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parameters = new List<Param>()
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{
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new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "The object on the left to be thrown"),
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new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object on the right to be thrown"),
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 2, e["typeL"], e["typeR"], true, false);},
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},
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},
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new List<string>() { "ntr", "normal" },
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"ntrninja", "en",
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@ -108,18 +124,14 @@ namespace HeavenStudio.Games.Loaders
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namespace HeavenStudio.Games
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{
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using Jukebox;
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using Scripts_DogNinja;
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public class DogNinja : Minigame
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{
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static List<QueuedThrow> queuedThrows = new List<QueuedThrow>();
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struct QueuedThrow
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private struct QueuedThrow
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{
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public double beat;
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public int direction;
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public int typeL;
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public int typeR;
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public string sfxNumL;
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public string sfxNumR;
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public int[] types;
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public string sfxNumL, sfxNumR;
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}
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[Header("Animators")]
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@ -127,23 +139,15 @@ namespace HeavenStudio.Games
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public Animator BirdAnim; // bird flying in and out
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[Header("References")]
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[SerializeField] GameObject ObjectBase;
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[SerializeField] GameObject FullBird;
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[SerializeField] ThrowObject ObjectBase;
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[SerializeField] SpriteRenderer WhichObject;
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public SpriteRenderer WhichLeftHalf;
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public SpriteRenderer WhichRightHalf;
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[SerializeField] TMP_Text cutEverythingText;
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[Header("Curves")]
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[SerializeField] BezierCurve3D CurveFromLeft;
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[SerializeField] BezierCurve3D CurveFromRight;
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[SerializeField] TMP_Text CutEverythingText;
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[SerializeField] Sprite[] ObjectTypes;
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private bool birdOnScreen = false;
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private const string sfxNum = "dogNinja/";
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public static DogNinja instance;
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private bool autoBop = true;
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public bool queuePrepare;
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public bool preparing;
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public enum ObjectDirection
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{
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@ -152,7 +156,7 @@ namespace HeavenStudio.Games
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Both,
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}
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public enum ObjectType
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public enum ObjectType : int
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{
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Random, // random fruit
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Apple, // fruit
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@ -195,199 +199,172 @@ namespace HeavenStudio.Games
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new("NtrNinjaTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
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IA_Empty, IA_TouchBasicRelease, IA_Empty);
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private void Awake()
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public override void OnLateBeatPulse(double beat)
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{
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instance = this;
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SetupBopRegion("dogNinja", "Bop", "auto");
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}
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void OnDestroy()
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{
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (queuedThrows.Count > 0) queuedThrows.Clear();
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}
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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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) && DogAnim.IsAnimationNotPlaying() || DogAnim.IsPlayingAnimationNames("Idle")) {
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if (autoBop && !preparing && !queuePrepare && (DogAnim.IsAnimationNotPlaying() || DogAnim.IsPlayingAnimationNames("Idle"))) {
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DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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public override void OnPlay(double beat)
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{
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foreach (var e in gameManager.Beatmap.Entities.FindAll(e => e.datamodel is "dogNinja/ThrowObject" && beat > e.beat && beat < e.beat + 1))
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{
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DogAnim.Play("Prepare", 0, 1);
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preparing = true;
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QueueObject(e.beat, e["direction"], e["diffObjs"], e["type"], e["typeL"], e["typeR"], e["shouldPrepare"], true, e);
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}
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}
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public override void OnGameSwitch(double beat)
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{
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foreach (var e in gameManager.Beatmap.Entities.FindAll(e => e.datamodel is "dogNinja/ThrowObject" && beat >= e.beat - 2 && beat < e.beat + 1))
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{
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QueuedThrow t = e["throwData"];
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bool shouldPrepare = e["shouldPrepare"];
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if (beat > e.beat) {
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shouldPrepare = false;
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DogAnim.Play("Prepare", 0, 1);
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preparing = true;
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}
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ThrowObject(e.beat, e["direction"], shouldPrepare, t.types, t.sfxNumL, t.sfxNumR);
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}
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}
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private void Update()
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{
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if (DogAnim.GetBool("needPrepare") && DogAnim.IsAnimationNotPlaying())
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// prepare queuing stuff
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if (queuePrepare && !preparing && (DogAnim.IsAnimationNotPlaying() || DogAnim.IsPlayingAnimationNames("Bop")))
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{
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DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
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DogAnim.SetBool("needPrepare", true);
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preparing = true;
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queuePrepare = false;
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}
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// controls stuff
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if (PlayerInput.GetIsAction(InputAction_TouchPress) && !GameManager.instance.autoplay)
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{
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DogAnim.SetBool("needPrepare", true);
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// queuePrepare = true;
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DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
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preparing = true;
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}
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if (PlayerInput.GetIsAction(InputAction_TouchRelease) && (!IsExpectingInputNow(InputAction_Press)) && (!GameManager.instance.autoplay))
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{
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DogAnim.SetBool("needPrepare", false);
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DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
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StopPrepare();
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DogAnim.DoScaledAnimationAsync("Unprepare", 0.5f);
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}
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if (PlayerInput.GetIsAction(InputAction_Press) && !IsExpectingInputNow(InputAction_Press))
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{
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System.Random rd = new System.Random();
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string slice;
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int LorR = rd.Next(0, 2);
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if (LorR < 1)
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{
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slice = "WhiffRight";
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}
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else
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{
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slice = "WhiffLeft";
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}
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string slice = UnityEngine.Random.Range(0, 1f) < 0.5f ? "WhiffRight" : "WhiffLeft";
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DogAnim.DoScaledAnimationAsync(slice, 0.5f);
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SoundByte.PlayOneShotGame("dogNinja/whiff");
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DogAnim.SetBool("needPrepare", false);
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}
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if (queuedThrows.Count > 0)
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{
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foreach (var obj in queuedThrows) { ThrowObject(obj.beat, obj.direction, obj.typeL, obj.typeR, obj.sfxNumL, obj.sfxNumR); }
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queuedThrows.Clear();
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SoundByte.PlayOneShotGame("dogNinja/whiff");
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StopPrepare();
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}
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}
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public void Bop(double beat, float length, bool auto, bool bop)
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{
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autoBop = auto;
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if (!bop) return;
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List<BeatAction.Action> actions = new();
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for (int i = 0; i < length; i++)
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{
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List<BeatAction.Action> actions = new();
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for (int i = 0; i < length; i++) {
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actions.Add(new(beat + i, delegate { DogAnim.DoScaledAnimationAsync("Bop", 0.5f); }));
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}
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if (actions.Count > 0) BeatAction.New(this, actions);
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}
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public static void QueueObject(double beat, int direction, int typeL, int typeR, bool prepare, bool muteThrow)
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public static void QueueObject(double beat, int direction, bool diffObjs, int type, int typeL, int typeR, bool prepare, bool muteThrow, RiqEntity e)
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{
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int ObjSprite = 1;
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if (typeL == 0 || typeR == 0)
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int randomObj = 1;
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int[] types = diffObjs ? new[] { typeL, typeR } : new[] { type, type };
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string[] sfxNums = new string[2];
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for (int i = 0; i < 2; i++)
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{
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// random object code. it makes a random number from 1-7 and sets that as the sprite
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System.Random rd = new System.Random();
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ObjSprite = rd.Next(1, 7);
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if (types[i] == 0 && (diffObjs || i == 0)) randomObj = UnityEngine.Random.Range((int)ObjectType.Apple, (int)ObjectType.Potato + 1);
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if (types[i] == 0) types[i] = randomObj;
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sfxNums[i] = "dogNinja/" + (types[i] < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), types[i]));
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}
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string sfxNumL = "dogNinja/";
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if (direction is 0 or 2)
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{
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sfxNumL += typeL < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), typeL);
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if (typeL == 0) typeL = ObjSprite;
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if (!muteThrow) SoundByte.PlayOneShotGame(sfxNumL + "1", forcePlay: true);
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}
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string sfxNumR = "dogNinja/";
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if (direction is 1 or 2)
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{
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sfxNumR += typeR < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), typeR);
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if (typeR == 0) typeR = ObjSprite;
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if (!(direction == 2 && typeL == typeR) && !muteThrow) SoundByte.PlayOneShotGame(sfxNumR + "1", forcePlay: true);
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}
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queuedThrows.Add(new QueuedThrow()
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{
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beat = beat,
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direction = direction,
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typeL = typeL,
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typeR = typeR,
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sfxNumL = sfxNumL,
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sfxNumR = sfxNumR,
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});
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prepare = prepare && (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay);
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if (prepare) DogNinja.instance.DogAnim.SetBool("needPrepare", true);
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}
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public void ThrowObject(double beat, int direction, int typeL, int typeR, string sfxNumL, string sfxNumR)
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{
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// instantiate a game object and give it its variables
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if (direction is 0 or 2)
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{
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WhichObject.sprite = ObjectTypes[typeL];
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ThrowObject ObjectL = Instantiate(ObjectBase, gameObject.transform).GetComponent<ThrowObject>();
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ObjectL.startBeat = beat;
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ObjectL.curve = CurveFromLeft;
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ObjectL.fromLeft = true;
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ObjectL.direction = direction;
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ObjectL.type = typeL;
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ObjectL.sfxNum = sfxNumL;
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if (direction == 2) ObjectL.shouldSfx = (typeL == typeR);
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}
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if (direction is 1 or 2)
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{
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WhichObject.sprite = ObjectTypes[typeR];
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ThrowObject ObjectR = Instantiate(ObjectBase, gameObject.transform).GetComponent<ThrowObject>();
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ObjectR.startBeat = beat;
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ObjectR.curve = CurveFromRight;
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ObjectR.fromLeft = false;
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ObjectR.direction = direction;
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ObjectR.type = typeR;
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ObjectR.sfxNum = sfxNumR;
|
||||
if (direction == 2) ObjectR.shouldSfx = !(typeL == typeR);
|
||||
}
|
||||
}
|
||||
|
||||
public void CutEverything(double beat, bool sound, string customText)
|
||||
{
|
||||
// plays one anim with sfx when it's not on screen, plays a different anim with no sfx when on screen. ez
|
||||
if (!birdOnScreen)
|
||||
{
|
||||
FullBird.SetActive(true);
|
||||
if (sound)
|
||||
{
|
||||
SoundByte.PlayOneShotGame(sfxNum + "bird_flap");
|
||||
if (!muteThrow) {
|
||||
for (int i = 0; i < (direction == 2 && diffObjs ? 2 : 1); i++) {
|
||||
SoundByte.PlayOneShotGame(sfxNums[i] + "1", beat, forcePlay: true);
|
||||
}
|
||||
BirdAnim.Play("FlyIn", 0, 0);
|
||||
birdOnScreen = true;
|
||||
cutEverythingText.text = customText;
|
||||
}
|
||||
else
|
||||
{
|
||||
BirdAnim.Play("FlyOut", 0, 0);
|
||||
birdOnScreen = false;
|
||||
|
||||
if (GameManager.instance.minigame is DogNinja instance) {
|
||||
instance.ThrowObject(beat, direction, prepare, types, sfxNums[0], sfxNums[1]);
|
||||
|
||||
} else {
|
||||
var queuedThrow = new QueuedThrow() {
|
||||
types = types,
|
||||
sfxNumL = sfxNums[0],
|
||||
sfxNumR = sfxNums[1],
|
||||
};
|
||||
// funny static variable workaround :)
|
||||
if (!e.dynamicData.TryAdd("throwData", queuedThrow)) {
|
||||
e["throwData"] = queuedThrow;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Prepare(double beat)
|
||||
public void ThrowObject(double beat, int direction, bool prepare, int[] types, string sfxNumL, string sfxNumR)
|
||||
{
|
||||
if (prepare) {
|
||||
BeatAction.New(this, new() {
|
||||
new(beat, () => queuePrepare = PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay)
|
||||
});
|
||||
}
|
||||
for (int i = 0; i < (direction == 2 ? 2 : 1); i++)
|
||||
{
|
||||
bool l = direction is 2 ? i == 0 : direction == 0;
|
||||
WhichObject.sprite = ObjectTypes[l ? types[0] : types[1]];
|
||||
ThrowObject obj = Instantiate(ObjectBase, transform);
|
||||
obj.startBeat = beat;
|
||||
obj.direction = direction;
|
||||
obj.fromLeft = l;
|
||||
obj.type = l ? types[0] : types[1];
|
||||
obj.sfxNum = l ? sfxNumL : sfxNumR;
|
||||
if (direction == 2) obj.shouldSfx = l == (types[0] == types[1]);
|
||||
}
|
||||
}
|
||||
|
||||
public void CutEverything(double beat, float length, bool sound, string customText)
|
||||
{
|
||||
if (sound) SoundByte.PlayOneShotGame("dogNinja/bird_flap");
|
||||
BirdAnim.DoScaledAnimationAsync("FlyIn", 0.5f);
|
||||
CutEverythingText.text = customText;
|
||||
|
||||
BeatAction.New(this, new() {
|
||||
new(beat + length, () => BirdAnim.Play("FlyOut", 0, 0))
|
||||
});
|
||||
}
|
||||
|
||||
public void StopPrepare()
|
||||
{
|
||||
preparing = false;
|
||||
queuePrepare = false;
|
||||
}
|
||||
|
||||
public void DoPrepare()
|
||||
{
|
||||
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && PlayerInput.PlayerHasControl()) return;
|
||||
if (!DogAnim.GetBool("needPrepare")) DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
|
||||
DogAnim.SetBool("needPrepare", true);
|
||||
DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
|
||||
preparing = true;
|
||||
}
|
||||
|
||||
public void HereWeGo(double beat)
|
||||
public static void HereWeGo(double beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound(sfxNum+"here", beat),
|
||||
new MultiSound.Sound(sfxNum+"we", beat + 0.5f),
|
||||
new MultiSound.Sound(sfxNum+"go", beat + 1f)
|
||||
}, forcePlay: true);
|
||||
}
|
||||
|
||||
public static void HereWeGoInactive(double beat)
|
||||
{
|
||||
DogNinja.instance.HereWeGo(beat);
|
||||
// // sound sequence isn't working?
|
||||
// PlaySoundSequence("dogNinja", "here_we_go", beat);
|
||||
MultiSound.Play(new List<MultiSound.Sound>() {
|
||||
new("dogNinja/here", beat + 0),
|
||||
new("dogNinja/we", beat + 0.5),
|
||||
new("dogNinja/go", beat + 1),
|
||||
}, forcePlay: true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user