A lot of stuff (Read desc)

Beat action is now used to define one-off objects that is used by the beat but I don't wanna bother making a different script for. Example case: the "hit 3" sprite in Karate Man.

Animation helpers for functions I don't wanna rewrite 100,000 times.

General improvements for Karate Man, like prepare animation and some updates to game events.
This commit is contained in:
Braedon
2022-01-21 02:09:32 -05:00
parent 59aae67174
commit fa519d25d7
27 changed files with 2076 additions and 233 deletions

View File

@ -34,15 +34,13 @@ namespace RhythmHeavenMania
{
public string actionName;
public EventCallback function;
public bool playerAction = false;
public float defaultLength;
public bool resizable;
public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool playerAction = false, bool resizable = false)
public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false)
{
this.actionName = actionName;
this.function = function;
this.playerAction = playerAction;
this.defaultLength = defaultLength;
this.resizable = resizable;
}
@ -61,11 +59,11 @@ namespace RhythmHeavenMania
}),
new Minigame("forkLifter", "Fork Lifter", "FFFFFF", new List<GameAction>()
{
new GameAction("pea", delegate { ForkLifter.instance.Flick(eventCaller.currentBeat, 0); }, 3, true),
new GameAction("topbun", delegate { ForkLifter.instance.Flick(eventCaller.currentBeat, 1); }, 3, true),
new GameAction("burger", delegate { ForkLifter.instance.Flick(eventCaller.currentBeat, 2); }, 3, true),
new GameAction("bottombun", delegate { ForkLifter.instance.Flick(eventCaller.currentBeat, 3); }, 3, true),
new GameAction("prepare", delegate { ForkLifter.instance.ForkLifterHand.Prepare(); }, 0.5f, true),
new GameAction("pea", delegate { ForkLifter.instance.Flick(eventCaller.currentBeat, 0); }, 3),
new GameAction("topbun", delegate { ForkLifter.instance.Flick(eventCaller.currentBeat, 1); }, 3),
new GameAction("burger", delegate { ForkLifter.instance.Flick(eventCaller.currentBeat, 2); }, 3),
new GameAction("bottombun", delegate { ForkLifter.instance.Flick(eventCaller.currentBeat, 3); }, 3),
new GameAction("prepare", delegate { ForkLifter.instance.ForkLifterHand.Prepare(); }, 0.5f),
new GameAction("gulp", delegate { ForkLifterPlayer.instance.Eat(); }),
new GameAction("sigh", delegate { Jukebox.PlayOneShot("sigh"); })
}),
@ -78,24 +76,26 @@ namespace RhythmHeavenMania
}),
new Minigame("spaceball", "Spaceball", "00A518", new List<GameAction>()
{
new GameAction("shoot", delegate { Spaceball.instance.Shoot(eventCaller.currentBeat, false, eventCaller.currentType); }, 2, true),
new GameAction("shootHigh", delegate { Spaceball.instance.Shoot(eventCaller.currentBeat, true, eventCaller.currentType); }, 3, true),
new GameAction("shoot", delegate { Spaceball.instance.Shoot(eventCaller.currentBeat, false, eventCaller.currentType); }, 2),
new GameAction("shootHigh", delegate { Spaceball.instance.Shoot(eventCaller.currentBeat, true, eventCaller.currentType); }, 3),
new GameAction("costume", delegate { Spaceball.instance.Costume(eventCaller.currentType); } ),
new GameAction("alien", delegate { Spaceball.instance.alien.Show(eventCaller.currentBeat); } ),
new GameAction("cameraZoom", delegate { }, 4, false, true ),
new GameAction("cameraZoom", delegate { }, 4, true ),
}),
new Minigame("karateman", "Karate Man", "70A8D8", new List<GameAction>()
{
new GameAction("bop", delegate { KarateMan.instance.Bop(eventCaller.currentBeat, eventCaller.currentLength); }, 0.5f, true, true),
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentBeat, 0); }, 2, true),
new GameAction("bulb", delegate { KarateMan.instance.Shoot(eventCaller.currentBeat, 1); }, 2, true),
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentBeat, 2); }, 2, true),
new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentBeat, 3); }, 2, true),
new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentBeat, 4); }, 4.5f, true),
new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentBeat); }, 4f, true),
new GameAction("bop", delegate { KarateMan.instance.Bop(eventCaller.currentBeat, eventCaller.currentLength); }, 0.5f, true),
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentBeat, 0); }, 2),
new GameAction("bulb", delegate { KarateMan.instance.Shoot(eventCaller.currentBeat, 1); }, 2),
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentBeat, 2); }, 2),
new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentBeat, 3); }, 2),
new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentBeat, 4); }, 4.5f),
new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentBeat); }, 4f),
new GameAction("hit3", delegate { KarateMan.instance.Hit3(eventCaller.currentBeat); }),
new GameAction("hit4", delegate { KarateMan.instance.Hit4(eventCaller.currentBeat); }),
new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentBeat, eventCaller.currentLength); }, 1f, true),
new GameAction("bgfxon", delegate { KarateMan.instance.BGFXOn(); } ),
new GameAction("bgfxoff", delegate { KarateMan.instance.BGFXOff(); }),
new GameAction("hit3", delegate { KarateMan.instance.Hit3(eventCaller.currentBeat); }),
})
};
}