Tram&Pauline

Animation mostly done perfectly
This commit is contained in:
adianfiuef
2022-07-25 01:04:16 -07:00
parent 1e3ab44fee
commit e343e66b8d
569 changed files with 94885 additions and 2930 deletions

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: fb2fdb673d6d1c34ab348b9c0da08705
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,113 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_FirstContact
{
public class AlienFirstContact : PlayerActionObject
{
public float createBeat;
FirstContact game;
Translator translator;
bool hasSpoke;
public float stateBeat;
public bool prefabHolder;
bool missed;
private void Awake()
{
game = FirstContact.instance;
translator = GameObject.Find("Games/firstContact/Translator").GetComponent<Translator>();
}
private void Start()
{
}
private void Update()
{
if (hasSpoke)
{
return;
}
stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.beatInterval, 1f);
StateCheck(stateBeat);
if (PlayerInput.Pressed(true))
{
if (state.eligible())
{
if (!game.hasMissed)
{
Ace();
}
else
{
Eh();
}
}
else if (state.notPerfect() && game.translatorSpeakCount > 0)
{
Eh();
}
//else if (stateBeat > Minigame.LateTime() && game.translatorSpeakCount == 0)
//{
// //Debug.Log("OW");
// Miss();
//}
}
if (stateBeat > Minigame.LateTime())
{
if (!missed)
{
MissNoHit();
}
}
}
public void Ace()
{
translator.successTranslation(true);
game.isCorrect = true;
game.translatorSpeakCount++;
hasSpoke = true;
missed = false;
}
public void Miss()
{
translator.successTranslation(false);
game.isCorrect = false;
hasSpoke = true;
missed = false;
}
public void MissNoHit()
{
game.alienNoHit();
game.isCorrect = false;
missed = true;
game.hasMissed = true;
}
public void Eh()
{
translator.ehTranslation();
hasSpoke = true;
}
public override void OnAce()
{
Ace();
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 47ef82bd935047f42b39142f4a1b1d32
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,311 @@
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class CtrFirstContact
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("firstContact", "First Contact", "008c97", false, false, new List<GameAction>()
{
new GameAction("beat intervals", delegate { FirstContact.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
new GameAction("alien speak", delegate { FirstContact.instance.alienSpeak(eventCaller.currentEntity.beat); }, 0.5f, false),
new GameAction("alien turnover", delegate { FirstContact.instance.alienTurnOver(eventCaller.currentEntity.beat); }, 0.5f, false),
new GameAction("alien success", delegate { FirstContact.instance.alienSuccess(eventCaller.currentEntity.beat); }, 1f, false),
new GameAction("mission control", delegate { FirstContact.instance.missionControlDisplay(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 1f, false, new List<Param>
{
new Param("toggle", false, "Stay", "If it's the end of the remix/song")
}),
new GameAction("look at", delegate { FirstContact.instance.lookAtDirection(eventCaller.currentEntity.type, eventCaller.currentEntity.type2); }, .5f, false, new List<Param>()
{
new Param("type", FirstContact.alienLookAt.lookAtTranslator, "alien look at what", "[Alien] will look at what"),
new Param("type", FirstContact.translatorLookAt.lookAtAlien, "translator look at what", "[Translator] will look at what"),
}),
//new GameAction("Version of First Contact", delegate { FirstContact.instance.versionOfFirstContact(eventCaller.currentEntity.type); }, .5f, false, new List<Param>
//{
// new Param("type", FirstContact.VersionOfContact.FirstContact, "Version", "Version of First Contact to play"),
//}),
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_FirstContact;
public class FirstContact : Minigame
{
public static FirstContact instance { get; private set; }
[Header("Properties")]
public int alienSpeakCount;
public int translatorSpeakCount;
public bool hasMissed;
private float lastReportedBeat = 0f;
[Header("Components")]
[SerializeField] GameObject alien;
[SerializeField] Translator translator;
[SerializeField] GameObject alienSpeech;
[SerializeField] GameObject dummyHolder;
[SerializeField] GameObject missionControl;
[SerializeField] GameObject liveBar;
[Header("Variables")]
public bool intervalStarted;
//float intervalStartBeat;
public float beatInterval = 4f;
public bool isCorrect, noHitOnce, isSpeaking;
//public int version;
public float lookAtLength = 1f;
//public enum VersionOfContact
//{
// FirstContact,
// CitrusRemix,
// SecondContact
//}
public enum alienLookAt
{
lookAtTranslator,
idle
}
public enum translatorLookAt
{
lookAtAlien,
idle
}
private void Awake()
{
instance = this;
translator.Init();
}
private void Update()
{
//This is taken from the conductor script
if (Conductor.instance.ReportBeat(ref lastReportedBeat))
{
liveBar.GetComponent<Animator>().Play("liveBar", 0, 0);
}
else if(Conductor.instance.songPositionInBeats < lastReportedBeat)
{
lastReportedBeat = Mathf.Round(Conductor.instance.songPositionInBeats);
}
}
//public void versionOfFirstContact(int type)
//{
// version = type;
//}
public void lookAtDirection(int alienLookAt, int translatorLookAt)
{
switch (alienLookAt)
{
case 0:
alien.GetComponent<Animator>().Play("alien_lookAt", 0, 0);
break;
case 1:
alien.GetComponent<Animator>().Play("alien_idle", 0, 0);
break;
}
switch (translatorLookAt)
{
case 0:
translator.GetComponent<Animator>().Play("translator_lookAtAlien", 0, 0);
break;
case 1:
translator.GetComponent<Animator>().Play("translator_idle", 0, 0);
break;
}
}
public void alienSpeak(float beat)
{
//if (!intervalStarted)
//{
// SetIntervalStart(beat, beatInterval);
//}
//missionControl.SetActive(false);
Jukebox.PlayOneShotGame("firstContact/alien");
var random = Random.Range(0, 2);
string textToPut = "";
if(random == 0)
{
textToPut = "translator_lookAtAlien";
}
else
{
textToPut = "translator_lookAtAlien_nod";
}
BeatAction.New(alien, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { alien.GetComponent<Animator>().Play("alien_talk", 0, 0); }),
new BeatAction.Action(beat, delegate { translator.GetComponent<Animator>().Play(textToPut, 0, 0); }),
});
AlienFirstContact a = Instantiate(alienSpeech, dummyHolder.transform).GetComponent<AlienFirstContact>();
a.GetComponent<AlienFirstContact>().createBeat = beat;
alienSpeakCount++;
}
public void alienTurnOver(float beat)
{
//if (!intervalStarted)
//{
// SetIntervalStart(beat, beatInterval);
//}
Jukebox.PlayOneShotGame("firstContact/turnover");
BeatAction.New(alien, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { alien.GetComponent<Animator>().Play("alien_point", 0, 0); }),
new BeatAction.Action(beat + .5f, delegate { alien.GetComponent<Animator>().Play("alien_idle", 0, 0); }),
new BeatAction.Action(beat + .5f, delegate { translator.GetComponent<Animator>().Play("translator_idle", 0, 0); })
});
isSpeaking = true;
}
public void SetIntervalStart(float beat, float interval = 4f)
{
if (!intervalStarted)
{
alienSpeakCount = 0;
translatorSpeakCount = 0;
intervalStarted = true;
}
//intervalStartBeat = beat;
beatInterval = interval;
}
public void alienSuccess(float beat)
{
//Make this codeblock smaller
if (alienSpeakCount == translatorSpeakCount)
{
string[] sounds = new string[] { "firstContact/success_1", "firstContact/success_2" };
var sound = new MultiSound.Sound[]
{
new MultiSound.Sound(sounds[0], beat),
new MultiSound.Sound(sounds[1], beat + .5f, offset: .15f)
};
MultiSound.Play(sound);
BeatAction.New(alien, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { alien.GetComponent<Animator>().Play("alien_success", 0, 0); }),
new BeatAction.Action(beat + .5f, delegate { alien.GetComponent<Animator>().Play("alien_success", 0, 0); })
});
BeatAction.New(translator.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { translator.GetComponent<Animator>().Play("translator_idle", 0, 0); }),
});
}
else if (alienSpeakCount != translatorSpeakCount)
{
string[] sounds = new string[] { "firstContact/failAlien_1", "firstContact/failAlien_2" };
var sound = new MultiSound.Sound[]
{
new MultiSound.Sound(sounds[0], beat),
new MultiSound.Sound(sounds[1], beat + .5f)
};
MultiSound.Play(sound);
BeatAction.New(alien, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { alien.GetComponent<Animator>().Play("alien_fail", 0, 0); }),
new BeatAction.Action(beat + .5f, delegate { alien.GetComponent<Animator>().Play("alien_fail", 0, 0); })
});
BeatAction.New(translator.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { translator.GetComponent<Animator>().Play("translator_idle", 0, 0); }),
});
}
alienSpeakCount = 0;
translatorSpeakCount = 0;
isSpeaking = false;
hasMissed = false;
noHitOnce = false;
}
public void alienNoHit()
{
if (!noHitOnce)
{
Jukebox.PlayOneShotGame("firstContact/alienNoHit");
noHitOnce = true;
}
BeatAction.New(alien, new List<BeatAction.Action>()
{
new BeatAction.Action(.5f, delegate { alien.GetComponent<Animator>().Play("alien_noHit", 0, 0); }),
});
}
public void missionControlDisplay(float beat, bool stay)
{
missionControl.SetActive(true);
string textToPut = "";
if (alienSpeakCount == translatorSpeakCount)
{
textToPut = "missionControl_success";
}
else
{
textToPut = "missionControl_fail";
}
BeatAction.New(missionControl, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { missionControl.GetComponentInParent<Animator>().Play(textToPut, 0, 0); }),
new BeatAction.Action(beat, delegate { alien.GetComponentInParent<Animator>().Play("alien_idle", 0, 0); }),
new BeatAction.Action(beat, delegate { translator.GetComponent<Animator>().Play("translator_idle", 0, 0); }),
});
if (!stay)
{
BeatAction.New(missionControl, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1f, delegate { missionControl.SetActive(false); }),
});
}
else
{
missionControl.SetActive(true);
}
alienSpeakCount = 0;
translatorSpeakCount = 0;
isSpeaking = false;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3f2575369f43af4419d4d92d0de9e23b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,70 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using HeavenStudio.Util;
using Starpelly;
namespace HeavenStudio.Games.Scripts_FirstContact
{
public class Translator : PlayerActionObject
{
public Animator anim;
FirstContact game;
public void Init()
{
game = FirstContact.instance;
//anim = GetComponent<Animator>();
}
private void Update()
{
////IF YOU WANT TO PLAY NOTES ANYTIME W/O CONSTRAINTS
//if (PlayerInput.Pressed(true) && !game.isSpeaking)
//{
// successTranslation(true);
//}
}
public void successTranslation(bool ace)
{
if (ace)
{
//if(game.version == 1)
//{
// Jukebox.PlayOneShotGame("firstContact/citrusRemix/1_r");
//}
Jukebox.PlayOneShotGame("firstContact/" + randomizerLines());
}
else
{
Jukebox.PlayOneShotGame("firstContact/failContact");
}
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(.5f, delegate { anim.Play("translator_speak", 0, 0);}),
});
}
public void ehTranslation()
{
Jukebox.PlayOneShotGame("firstContact/slightlyFail");
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(.5f, delegate { anim.Play("translator_eh", 0, 0);}),
});
}
public int randomizerLines()
{
return Random.Range(1, 11);
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 090e2309a1a03314d93714e9c1ed5a99
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,86 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WhiteLines : MonoBehaviour
{
float speed;
float startAt = 4.80f;
float endAt = -3.1f;
[SerializeField] SpriteRenderer line;
public int rngEarlyGone, rngMiddleLine;
[SerializeField] bool isRandomLineMiddle;
bool checkAnother, checkOnce;
void Start()
{
//speed = Random.Range(0.005f, 0.007f);
speed = Random.Range(0.005f, 0.009f);
rngEarlyGone = Random.Range(0, 5);
if (isRandomLineMiddle)
{
rngMiddleLine = Random.Range(0, 101);
}
}
void Update()
{
if(transform.position.y > endAt && !isRandomLineMiddle)
{
transform.position += new Vector3(0, -speed * 1f, 0);
}
else if(transform.position.y <= endAt && !isRandomLineMiddle)
{
speed = Random.Range(0.005f, 0.009f);
transform.position = new Vector3(0, startAt, 0);
rngEarlyGone = Random.Range(0, 5);
}
if(rngEarlyGone > 0 && !isRandomLineMiddle)
{
line.color += new Color(1f, 1f, 1f, -0.01f);
if(line.color.a <= 0)
{
rngEarlyGone = Random.Range(0, 5);
line.color = new Color(1f, 1f, 1f, .10f);
transform.position = new Vector3(0, startAt, 0);
}
}
if (isRandomLineMiddle)
{
if(rngMiddleLine > 1 && !checkAnother)
{
rngMiddleLine = Random.Range(0, 101);
}
if(rngMiddleLine <= 1)
{
line.color += new Color(1f, 1f, 1f, 0.01f);
checkAnother = true;
if(!checkOnce && line.color.a > .5f)
{
checkOnce = true;
}
}
if(checkOnce)
{
line.color -= new Color(1f, 1f, 1f, 0.02f);
if (line.color.a <= 0)
{
line.color = new Color(1f, 1f, 1f, 0f);
rngMiddleLine = Random.Range(0, 101);
transform.position = new Vector3(0, Random.Range(-1, 5));
checkAnother = false;
checkOnce = false;
}
}
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e7756ed68ef3b4a468bd034afafba0cf
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -23,17 +23,18 @@ namespace HeavenStudio.Games
public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
/**
* Schedule an Input for a later time in the minigame. Executes the methods put in parameters
*
* float startBeat : When the scheduling started (In beats)
* float timer : How many beats later should the input be expected
* InputType inputType : The type of the input that's expected (Press, release, A, B, Directions..) (Check InputType class for a list)
* ActionEventCallbackState OnHit : Method to run if the Input has been Hit
* ActionEventCallback OnMiss : Method to run if the Input has been Missed
* ActionEventCallback OnBlank : Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)
*/
public PlayerActionEvent ScheduleInput(float startBeat,
/// <summary>
/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
/// </summary>
/// <param name="startBeat">When the scheduling started (in beats)</param>
/// <param name="timer">How many beats later should the input be expected</param>
/// <param name="inputType">The type of the input that's expected (Press, Release, A, B, Directions>)</param>
/// <param name="OnHit">Method to run if the Input has been Hit</param>
/// <param name="OnMiss">Method to run if the Input has been Missed</param>
/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
/// <returns></returns>
public PlayerActionEvent ScheduleInput(
float startBeat,
float timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
@ -207,4 +208,4 @@ namespace HeavenStudio.Games
return sameTime;
}
}
}
}

View File

@ -378,7 +378,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
}
),
new BeatAction.Action(
beat + 8f,
beat + (longSleep ? 4f : 8f),
delegate {
canCharge = true;
canJump = true;

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: e4f027c28e1d79c4490cdb624dc5dc04
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,156 @@
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class PcoSomenLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("rhythmSomen", "Rhythm Sōmen \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
{
new GameAction("crane (far)", delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); }, 4.0f, false),
new GameAction("crane (close)", delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); }, 3.0f, false),
new GameAction("crane (both)", delegate { RhythmSomen.instance.DoBothCrane(eventCaller.currentEntity.beat); }, 4.0f, false),
new GameAction("offbeat bell", delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); }, 1.0f, false),
});
}
}
}
namespace HeavenStudio.Games
{
// using Scripts_RhythmSomen;
public class RhythmSomen : Minigame
{
public Animator SomenPlayer;
public Animator FrontArm;
public Animator EffectHit;
public Animator EffectSweat;
public Animator EffectExclam;
public Animator EffectShock;
public Animator CloseCrane;
public Animator FarCrane;
public GameObject Player;
public GameEvent bop = new GameEvent();
public static RhythmSomen instance;
// Start is called before the first frame update
void Awake()
{
instance = this;
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
SomenPlayer.Play("HeadBob", -1, 0);
}
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
Jukebox.PlayOneShotGame("rhythmSomen/somen_mistake");
FrontArm.Play("ArmPluck", -1, 0);
EffectSweat.Play("BlobSweating", -1, 0);
}
}
public void DoFarCrane(float beat)
{
//Far Drop Multisound
ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("rhythmSomen/somen_lowerfar", beat),
new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f),
new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
});
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { FarCrane.Play("Drop", -1, 0);}),
new BeatAction.Action(beat + 1.0f, delegate { FarCrane.Play("Open", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { FarCrane.Play("Lift", -1, 0);}),
});
}
public void DoCloseCrane(float beat)
{
//Close Drop Multisound
ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("rhythmSomen/somen_lowerclose", beat),
new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f),
new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
});
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { CloseCrane.Play("DropClose", -1, 0);}),
new BeatAction.Action(beat + 1.0f, delegate { CloseCrane.Play("OpenClose", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { CloseCrane.Play("LiftClose", -1, 0);}),
});
}
public void DoBothCrane(float beat)
{
//Both Drop Multisound
ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("rhythmSomen/somen_lowerfar", beat),
new MultiSound.Sound("rhythmSomen/somen_doublealarm", beat),
new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f),
new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
});
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { CloseCrane.Play("DropClose", -1, 0);}),
new BeatAction.Action(beat, delegate { FarCrane.Play("Drop", -1, 0);}),
new BeatAction.Action(beat + 1.0f, delegate { CloseCrane.Play("OpenClose", -1, 0);}),
new BeatAction.Action(beat + 1.0f, delegate { FarCrane.Play("Open", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { CloseCrane.Play("LiftClose", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { FarCrane.Play("Lift", -1, 0);}),
});
}
public void DoBell(float beat)
{
//Bell Sound lol
Jukebox.PlayOneShotGame("rhythmSomen/somen_bell");
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { EffectExclam.Play("ExclamAppear", -1, 0);}),
});
}
public void CatchSuccess(PlayerActionEvent caller, float state)
{
Jukebox.PlayOneShotGame("rhythmSomen/somen_catch");
FrontArm.Play("ArmPluck", -1, 0);
EffectHit.Play("HitAppear", -1, 0);
}
public void CatchMiss(PlayerActionEvent caller)
{
EffectShock.Play("ShockAppear", -1, 0);
}
public void CatchEmpty(PlayerActionEvent caller)
{
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4384b197a2c57c64e80f2c6f10afdba2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -116,7 +116,7 @@ namespace HeavenStudio.Games
{
get
{
ColorUtility.TryParseHtmlString("#D8FFC1", out _defaultBgColor);
ColorUtility.TryParseHtmlString("#A14FA1", out _defaultBgColor);
return _defaultBgColor;
}
}

View File

@ -5,9 +5,6 @@ using System;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_NtrSamurai
{
public class NtrSamuraiChild : MonoBehaviour

View File

@ -5,9 +5,6 @@ using System;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_NtrSamurai
{
public class NtrSamuraiObject : MonoBehaviour

View File

@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_TramAndPauline
{
public class Curtains : MonoBehaviour
{
private Animator anim;
private void Awake()
{
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e986f325614dad34f99276dcf3bd61ff
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Pauline : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0c9740a191998b7429be1f4ebee714f1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tram : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6d9f0a0c395f5774abebc63146dd3534
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -3,20 +3,72 @@ using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbTramLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("tram&Pauline", "Tram&Pauline \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
{
new GameAction("curtains", delegate { TramAndPauline.instance.Curtains(eventCaller.currentEntity.beat); }, 0.5f),
new GameAction("SFX", delegate { var e = eventCaller.currentEntity; TramAndPauline.instance.SFX(e.beat, e.toggle); }, 2.5f, false, new List<Param>()
{
new Param("type", TramAndPauline.SoundEffects.Henge, "calls", "the sound effects to choose from"),
}),
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_TramAndPauline;
public class TramAndPauline : Minigame
{
// Start is called before the first frame update
void Start()
{
public enum CurtainState
{
Raised,
Lower
}
}
public enum SoundEffects
{
Henge, //Shapeshift
Henshin, //Transform
Jump,
Seino //One Two Three Go
// Update is called once per frame
void Update()
{
}
public static TramAndPauline instance;
[Header("Animators")]
public Animator RaiseCurtains;
public Animator LowerCurtains;
private void Awake()
{
instance = this;
}
public void Curtains(float beat)
{
}
public void SFX(float beat, bool playSound)
{
playSound = false;
var sound = new[]
{
new MultiSound.Sound("tram&Pauline/trampoline_unused_henge", beat),
new MultiSound.Sound("tram&Pauline/trampoline_unused_henshin", beat + 1f),
new MultiSound.Sound("tram&Pauline/trampoline_unused_jump", beat + 2f),
new MultiSound.Sound("tram&Pauline/trampoline_unused_senio", beat + 3f)
};
}
}
}
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 8850749af64f82b44a728e2c273157e1
guid: c993077b9c10749aabaa7f201b552653
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Trampoline : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4ac862c09eaeaa64083a07ef7ca089f4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 4365eafd06922a34eb4f69c2c020cc75
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,152 @@
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_TrickClass
{
public class MobTrickObj : PlayerActionObject
{
public bool flyType;
public float startBeat;
bool miss = false;
float flyBeats;
float dodgeBeats;
public int type;
[NonSerialized] public BezierCurve3D curve;
PlayerActionEvent hitProg;
private TrickClass game;
private void Awake()
{
game = TrickClass.instance;
flyBeats = flyType ? 4f : 2f;
dodgeBeats = flyType ? 2f : 1f;
var cond = Conductor.instance;
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
transform.position = curve.GetPoint(flyPos);
hitProg = game.ScheduleInput(startBeat, dodgeBeats, InputType.STANDARD_DOWN, DodgeJustOrNg, DodgeMiss, DodgeThrough);
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
if (flyPos <= 1f)
{
if (!miss)
{
flyPos *= 0.95f;
}
Vector3 lastPos = transform.position;
Vector3 nextPos = curve.GetPoint(flyPos);
if (flyType)
{
Vector3 direction = (nextPos - lastPos).normalized;
float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
this.transform.eulerAngles = new Vector3(0, 0, rotation);
}
else
{
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * Time.deltaTime));
}
transform.position = nextPos;
}
else
{
transform.position = curve.GetPoint(miss ? 1f : 0.95f);
}
if (flyPos > 1f)
{
if (Conductor.instance.GetPositionFromBeat(startBeat, flyBeats + 1f) >= 1f)
{
GameObject.Destroy(gameObject);
return;
}
}
}
public string GetDodgeSound()
{
switch (type)
{
default:
return "trickClass/ball_impact";
}
}
public void DoObjMiss()
{
miss = true;
switch (type)
{
case (int) TrickClass.TrickObjType.Plane:
curve = game.planeMissCurve;
flyBeats = 4f;
Vector3 lastPos = curve.GetPoint(0);
Vector3 nextPos = curve.GetPoint(0.000001f);
Vector3 direction = (nextPos - lastPos).normalized;
float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
this.transform.eulerAngles = new Vector3(0, 0, rotation);
transform.position = nextPos;
break;
default:
curve = game.ballMissCurve;
flyBeats = 1.25f;
break;
}
startBeat += dodgeBeats;
}
public void DodgeJustOrNg(PlayerActionEvent caller, float state)
{
if (game.playerCanDodge <= Conductor.instance.songPositionInBeats)
{
if (state <= -1f || state >= 1f)
{
//NG
game.PlayerDodgeNg();
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f),
});
Jukebox.PlayOneShotGame(GetDodgeSound(), volume: 0.6f);
Jukebox.PlayOneShot("miss");
DoObjMiss();
}
else
{
//just
game.PlayerDodge();
Jukebox.PlayOneShotGame("trickClass/player_dodge_success", volume: 0.8f, pitch: UnityEngine.Random.Range(0.85f, 1.15f));
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f),
});
}
}
}
public void DodgeMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame(GetDodgeSound());
DoObjMiss();
game.PlayerThrough();
}
public void DodgeThrough(PlayerActionEvent caller) {}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: eb420e9087e23a64eb3ca43a7620c211
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,194 @@
using DG.Tweening;
using NaughtyBezierCurves;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class MobTrickLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("trickClass", "Trick on the Class\n<color=#eb5454>[WIP]</color>", "C0171D", false, false, new List<GameAction>()
{
new GameAction("toss", delegate
{
TrickClass.instance.TossObject(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
}, 3, false, new List<Param>()
{
new Param("type", TrickClass.TrickObjType.Ball, "Object", "The object to toss")
}),
new GameAction("bop", delegate { var e = eventCaller.currentEntity; TrickClass.instance.Bop(e.beat, e.length); }, 1, true, hidden: true),
});
}
}
}
namespace HeavenStudio.Games
{
/**
mob_Trick
**/
using Scripts_TrickClass;
public class TrickClass : Minigame
{
public enum TrickObjType {
Ball,
Plane,
}
[Header("Objects")]
public Animator playerAnim;
public Animator girlAnim;
public Animator warnAnim;
[Header("References")]
public GameObject ballPrefab;
public GameObject planePrefab;
public GameObject shockPrefab;
public Transform objHolder;
[Header("Curves")]
public BezierCurve3D ballTossCurve;
public BezierCurve3D ballMissCurve;
public BezierCurve3D planeTossCurve;
public BezierCurve3D planeMissCurve;
public BezierCurve3D shockTossCurve;
public static TrickClass instance;
public GameEvent bop = new GameEvent();
public float playerCanDodge = Single.MinValue;
float playerBopStart = Single.MinValue;
float girlBopStart = Single.MinValue;
private void Awake()
{
instance = this;
}
private void Update()
{
var cond = Conductor.instance;
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
if (cond.songPositionInBeats > playerBopStart)
playerAnim.DoScaledAnimationAsync("Bop");
if (cond.songPositionInBeats > girlBopStart)
girlAnim.DoScaledAnimationAsync("Bop");
}
if (PlayerInput.Pressed() && !IsExpectingInputNow() && (playerCanDodge <= Conductor.instance.songPositionInBeats))
{
PlayerDodge(true);
playerCanDodge = Conductor.instance.songPositionInBeats + 0.6f;
}
// bruh
var tossEvents = GameManager.instance.Beatmap.entities.FindAll(en => en.datamodel == "trickClass/toss");
for (int i = 0; i < tossEvents.Count; i++)
{
var e = tossEvents[i];
float timeToEvent = e.beat - cond.songPositionInBeats;
warnAnim.Play("NoPose", -1, 0);
if (timeToEvent > 0f && timeToEvent <= 1f)
{
string anim = "WarnBall";
switch (e.type)
{
case (int) TrickObjType.Plane:
anim = "WarnPlane";
break;
default:
anim = "WarnBall";
break;
}
warnAnim.DoScaledAnimation(anim, e.beat - 1f, 1f);
break;
}
}
}
public void Bop(float beat, float length)
{
bop.startBeat = beat;
bop.length = length;
}
public void TossObject(float beat, int type)
{
switch (type)
{
case (int) TrickObjType.Plane:
Jukebox.PlayOneShotGame("trickClass/girl_toss_plane");
break;
default:
Jukebox.PlayOneShotGame("trickClass/girl_toss_ball");
break;
}
SpawnObject(beat, type);
girlAnim.DoScaledAnimationAsync("Throw");
girlBopStart = Conductor.instance.songPositionInBeats + 0.75f;
}
public void SpawnObject(float beat, int type)
{
GameObject objectToSpawn;
BezierCurve3D curve;
bool isPlane = false;
switch (type)
{
case (int) TrickObjType.Plane:
objectToSpawn = planePrefab;
curve = planeTossCurve;
isPlane = true;
break;
default:
objectToSpawn = ballPrefab;
curve = ballTossCurve;
break;
}
var mobj = GameObject.Instantiate(objectToSpawn, objHolder);
var thinker = mobj.GetComponent<MobTrickObj>();
thinker.startBeat = beat;
thinker.flyType = isPlane;
thinker.curve = curve;
thinker.type = type;
mobj.SetActive(true);
}
public void PlayerDodge(bool slow = false)
{
if (playerCanDodge > Conductor.instance.songPositionInBeats) return;
//anim
Jukebox.PlayOneShotGame("trickClass/player_dodge");
playerAnim.DoScaledAnimationAsync("Dodge", slow ? 0.6f : 1f);
playerBopStart = Conductor.instance.songPositionInBeats + 0.75f;
}
public void PlayerDodgeNg()
{
playerAnim.DoScaledAnimationAsync("DodgeNg");
playerBopStart = Conductor.instance.songPositionInBeats + 0.75f;
playerCanDodge = Conductor.instance.songPositionInBeats + 0.15f;
}
public void PlayerThrough()
{
playerAnim.DoScaledAnimationAsync("Through");
playerBopStart = Conductor.instance.songPositionInBeats + 0.75f;
playerCanDodge = Conductor.instance.songPositionInBeats + 0.15f;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c32cb0e1f34c12c4f9440880fee8ff29
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: