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Space Dance and Crop Stomp visual improvements + canvasScroll (#450)
* sprites1 * papapapunch * dancers sheet done * crop stomp * Particulate * Added veggie bag and particle to crop stomp, wip though * Space dance scrolling background has been added * cool * Canvas Scroll hype * Canvas scroll implemented in space soccer * 4k * gramps wip * more * assbun conflict fixed + long hair fix * Space dance bop modernization and fixes * ok * sprites done * wait. * fixed space dance stuff * Made miss return to idle * catchy tune 3 * epic --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
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@ -4,6 +4,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using static HeavenStudio.Games.SpaceDance;
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using HeavenStudio.Common;
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namespace HeavenStudio.Games.Loaders
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{
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@ -65,23 +66,18 @@ namespace HeavenStudio.Games.Loaders
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new Param("toggle", false, "Instant", "Should the background instantly change color?")
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}
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},
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new GameAction("bop", "Single Bop")
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new GameAction("bop", "Bop")
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{
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function = delegate { SpaceDance.instance.Bop(); SpaceDance.instance.GrampsBop(eventCaller.currentEntity["gramps"]); },
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function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.EpicBop(e.beat, e.length, e["auto"], e["bop"], e["grampsAuto"], e["gramps"]); },
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parameters = new List<Param>()
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{
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new Param("gramps", false, "Gramps Bop", "Should Space Gramps bop with the dancers?")
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}
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},
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new GameAction("bopToggle", "Bop Toggle")
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{
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function = delegate { SpaceDance.instance.shouldBop = eventCaller.currentEntity["toggle"]; SpaceDance.instance.spaceGrampsShouldBop = eventCaller.currentEntity["gramps"]; },
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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("toggle", true, "Should bop?", "Should the dancers bop?"),
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new Param("gramps", false, "Gramps Bop", "Should Space Gramps bop with the dancers?")
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}
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new Param("bop", true, "Dancers Bop", "Should the dancers bop?"),
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new Param("auto", false, "Dancers Bop (Auto)", "Should the dancers auto bop?"),
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new Param("gramps", false, "Gramps Bop", "Should Space Gramps bop with the dancers?"),
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new Param("grampsAuto", false, "Gramps Bop (Auto)", "Should Space Gramps auto bop with the dancers?")
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},
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resizable = true,
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defaultLength = 4f
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},
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new GameAction("grampsAnims", "Space Gramps Animations")
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{
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@ -92,7 +88,16 @@ namespace HeavenStudio.Games.Loaders
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new Param("toggle", true, "Looping", "Should the animation loop?"),
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new Param("type", SpaceDance.GrampsAnimationType.Talk, "Which animation?", "Which animation should space gramps do?")
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}
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}
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},
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new GameAction("scroll", "Scrolling Background")
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{
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function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateScrollSpeed(e["x"], e["y"]); },
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defaultLength = 1f,
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parameters = new List<Param>() {
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new Param("x", new EntityTypes.Float(-5f, 5f, 0), "Horizontal", "How fast does the background move horizontally?"),
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new Param("y", new EntityTypes.Float(-5f, 5f, 0), "Vertical", "How fast does the background move vertically?"),
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}
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},
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},
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new List<string>() {"agb", "normal"},
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"agbspacedance", "jp",
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@ -112,7 +117,7 @@ namespace HeavenStudio.Games
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{
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get
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{
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ColorUtility.TryParseHtmlString("#0014D6", out _defaultBGColor);
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ColorUtility.TryParseHtmlString("#0029D6", out _defaultBGColor);
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return _defaultBGColor;
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}
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}
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@ -138,7 +143,7 @@ namespace HeavenStudio.Games
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public Animator Gramps;
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public Animator Hit;
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public GameObject Player;
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public bool shouldBop = false;
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[NonSerialized] public bool shouldBop = true;
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bool canBop = true;
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bool grampsCanBop = true;
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public bool spaceGrampsShouldBop = false;
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@ -149,6 +154,13 @@ namespace HeavenStudio.Games
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bool grampsLoopingAnim;
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bool grampsSniffing;
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[SerializeField] CanvasScroll scroll;
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float scrollBeat;
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float scrollOffsetX;
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float scrollOffsetY;
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float currentScrollLengthX;
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float currentScrollLengthY;
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public GameEvent bop = new GameEvent();
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public static SpaceDance instance;
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@ -165,13 +177,17 @@ namespace HeavenStudio.Games
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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float normalizedX = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthX;
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float normalizedY = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthY;
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scroll.NormalizedX = -scrollOffsetX - normalizedX;
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scroll.NormalizedY = -scrollOffsetY - normalizedY;
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (shouldBop && canBop)
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if (shouldBop)
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{
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Bop();
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}
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if (spaceGrampsShouldBop && grampsCanBop)
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if (spaceGrampsShouldBop)
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{
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GrampsBop();
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}
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@ -199,22 +215,34 @@ namespace HeavenStudio.Games
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{
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Jukebox.PlayOneShotGame("spaceDance/inputBad");
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DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
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Gramps.Play("GrampsOhFuck", 0, 0);
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// Look at this later, sound effect has some weird clipping on it sometimes?? popping. like. fucking popopop idk why its doing that its fine theres no sample weirdness ughh
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}
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if (PlayerInput.GetSpecificDirectionDown(1) && !IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN))
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{
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DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f);
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Jukebox.PlayOneShotGame("spaceDance/inputBad");
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Gramps.Play("GrampsOhFuck", 0, 0);
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}
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if (PlayerInput.GetSpecificDirectionDown(2) && !IsExpectingInputNow(InputType.DIRECTION_DOWN_DOWN))
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{
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DancerP.DoScaledAnimationAsync("SitDownDo", 0.5f);
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Jukebox.PlayOneShotGame("spaceDance/inputBad");
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Gramps.Play("GrampsOhFuck", 0, 0);
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}
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}
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}
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}
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public void UpdateScrollSpeed(float scrollSpeedX, float scrollSpeedY)
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{
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scrollOffsetX = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthX;
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scrollOffsetY = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthY;
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currentScrollLengthX = scrollSpeedX;
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currentScrollLengthY = scrollSpeedY;
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scrollBeat = Time.realtimeSinceStartup;
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}
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public void GrampsAnimations(float beat, int type, bool looping)
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{
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switch (type)
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@ -402,7 +430,7 @@ namespace HeavenStudio.Games
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Dancer3.DoScaledAnimationAsync("TurnRightDo", 0.5f);
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if (grampsTurns) Gramps.DoScaledAnimationAsync("GrampsTurnRightDo", 0.5f);
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}),
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new BeatAction.Action(beat + 1.99f, delegate { canBop = true; grampsCanBop = true; }),
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new BeatAction.Action(beat + 1.5f, delegate { canBop = true; grampsCanBop = true; }),
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});
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}
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@ -467,7 +495,7 @@ namespace HeavenStudio.Games
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Dancer3.DoScaledAnimationAsync("SitDownDo", 0.5f);
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if (grampsSits) Gramps.DoScaledAnimationAsync("GrampsSitDownDo", 0.5f);
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}),
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new BeatAction.Action(beat + 1.99f, delegate { canBop = true; grampsCanBop = true; }),
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new BeatAction.Action(beat + 1.5f, delegate { canBop = true; grampsCanBop = true; }),
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});
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}
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@ -558,22 +586,41 @@ namespace HeavenStudio.Games
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}
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public void EpicBop(float beat, float length, bool autoDancers, bool dancers, bool autoGramps, bool gramps)
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{
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shouldBop = autoDancers;
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spaceGrampsShouldBop = autoGramps;
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if (dancers || gramps)
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{
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List<BeatAction.Action> bops = new List<BeatAction.Action>();
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for (int i = 0; i < length; i++)
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{
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if (dancers)
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{
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bops.Add(new BeatAction.Action(beat + i, delegate { Bop(); }));
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}
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if (gramps)
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{
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bops.Add(new BeatAction.Action(beat + i, delegate { GrampsBop(); }));
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}
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}
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BeatAction.New(instance.gameObject, bops);
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}
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}
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public void Bop()
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{
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canBop = true;
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if (!canBop) return;
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DancerP.DoScaledAnimationAsync("Bop", 0.5f);
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Dancer1.DoScaledAnimationAsync("Bop", 0.5f);
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Dancer2.DoScaledAnimationAsync("Bop", 0.5f);
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Dancer3.DoScaledAnimationAsync("Bop", 0.5f);
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}
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public void GrampsBop(bool forceBop = false)
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public void GrampsBop()
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{
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if (spaceGrampsShouldBop || forceBop)
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{
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grampsCanBop = true;
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Gramps.DoScaledAnimationAsync("GrampsBop", 0.5f);
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}
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if (!grampsCanBop) return;
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Gramps.DoScaledAnimationAsync("GrampsBop", 0.5f);
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}
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public void ChangeBackgroundColor(Color color, float beats)
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@ -622,7 +669,7 @@ namespace HeavenStudio.Games
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Jukebox.PlayOneShotGame("spaceDance/inputBad2");
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DancerP.DoScaledAnimationAsync("Ouch", 0.5f);
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Hit.Play("HitTurn", -1, 0);
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Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
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Gramps.DoScaledAnimationAsync("GrampsMiss", 0.5f);
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}
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public void JustSit(PlayerActionEvent caller, float state)
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@ -648,7 +695,7 @@ namespace HeavenStudio.Games
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Jukebox.PlayOneShotGame("spaceDance/inputBad2");
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DancerP.DoScaledAnimationAsync("Ouch", 0.5f);
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Hit.Play("HitSit", -1, 0);
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Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
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Gramps.DoScaledAnimationAsync("GrampsMiss", 0.5f);
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}
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public void JustPunch(PlayerActionEvent caller, float state)
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@ -674,7 +721,7 @@ namespace HeavenStudio.Games
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Jukebox.PlayOneShotGame("spaceDance/inputBad2");
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DancerP.DoScaledAnimationAsync("Ouch", 0.5f);
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Hit.Play("HitPunch", -1, 0);
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Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
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Gramps.DoScaledAnimationAsync("GrampsMiss", 0.5f);
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}
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public void Empty(PlayerActionEvent caller) { }
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