HeavenStudio/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs

243 lines
8.4 KiB
C#
Raw Normal View History

Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class pcoMeatLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("meatGrinder", "Meat Grinder", "501d18", false, false, new List<GameAction>()
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
{
new GameAction("MeatToss", "Meat Toss")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.MeatToss(e.beat);
},
defaultLength = 2f,
priority = 2,
},
new GameAction("MeatCall", "Meat Call")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.MeatCall(e.beat);
},
defaultLength = 0.5f,
priority = 2,
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
preFunctionLength = 1f,
preFunction = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.PreInterval(e.beat, 4f);
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
},
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
},
new GameAction("StartInterval", "Start Interval")
{
defaultLength = 4f,
resizable = true,
priority = 5,
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
preFunction = delegate {
var e = eventCaller.currentEntity;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
MeatGrinder.PreInterval(e.beat, e.length);
},
},
new GameAction("bop", "Bop")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.Bop(e.beat, e.length, e["bop"], e["bossBop"]);
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
},
parameters = new List<Param>()
{
new Param("bop", true, "Boss Bops?", "Does Boss bop?"),
new Param("bossBop", false, "Boss Bops? (Auto)", "Does Boss Auto bop?"),
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
},
resizable = true,
priority = 1,
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
},
},
new List<string>() {"pco", "normal", "repeat"},
"pcomeat", "en",
new List<string>() {}
);
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
}
}
}
namespace HeavenStudio.Games
{
using Scripts_MeatGrinder;
public class MeatGrinder : Minigame
{
static List<double> queuedInputs = new();
static List<QueuedInterval> queuedIntervals = new List<QueuedInterval>();
struct QueuedInterval
{
public double beat;
Update from release 1 branch (#472) * Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
public double length;
}
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
[Header("Objects")]
public GameObject MeatBase;
[Header("Animators")]
public Animator BossAnim;
public Animator TackAnim;
[Header("Variables")]
bool intervalStarted;
double intervalStartBeat;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
bool bossBop = true;
Update from release 1 branch (#472) * Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
public double beatInterval = 4f;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
public bool bossAnnoyed = false;
private double lastReportedBeat = 0f;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
const string sfxName = "meatGrinder/";
public static MeatGrinder instance;
public enum MeatType
{
Dark,
Light,
}
private void Awake()
{
instance = this;
}
void OnDestroy()
{
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
if (queuedInputs.Count > 0) queuedInputs.Clear();
if (queuedIntervals.Count > 0) queuedIntervals.Clear();
intervalStarted = false;
beatInterval = 4f;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
}
Update from release 1 branch (#472) * Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
foreach (var evt in scheduledInputs) evt.Disable();
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
}
private void Update()
{
if (PlayerInput.Pressed(true) && (!IsExpectingInputNow(InputType.STANDARD_DOWN) || !IsExpectingInputNow(InputType.DIRECTION_DOWN))) {
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
TackAnim.SetBool("tackMeated", false);
SoundByte.PlayOneShotGame(sfxName+"whiff");
Update from release 1 branch (#472) * Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
bossAnnoyed = false;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
}
if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true);
if (queuedIntervals.Count > 0) {
Update from release 1 branch (#472) * Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
foreach (var interval in queuedIntervals) StartInterval(interval.beat, interval.length);
queuedIntervals.Clear();
}
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
}
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat)
&& !BossAnim.IsPlayingAnimationName("BossCall")
&& !BossAnim.IsPlayingAnimationName("BossSignal")
&& bossBop)
{
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
}
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
}
Update from release 1 branch (#472) * Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
public void Bop(double beat, double length, bool doesBop, bool autoBop)
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
{
bossBop = autoBop;
if (doesBop) {
for (int i = 0; i < length; i++) {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + i, delegate {
if (!BossAnim.IsPlayingAnimationName("BossCall") && !BossAnim.IsPlayingAnimationName("BossSignal")) {
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
}
})
});
}
}
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
}
Update from release 1 branch (#472) * Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
public static void PreInterval(double beat, double length)
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
{
if (MeatGrinder.instance.intervalStarted || MeatGrinder.queuedIntervals.Count > 0) return;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
MeatGrinder.queuedIntervals.Add(new QueuedInterval() {
beat = beat,
length = length,
});
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
Update from release 1 branch (#472) * Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
SoundByte.PlayOneShotGame("meatGrinder/startSignal", beat - 1, forcePlay: true);
if (GameManager.instance.currentGame == "meatGrinder") {
BeatAction.New(MeatGrinder.instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat - 1, delegate {
MeatGrinder.instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f);
}),
});
}
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
}
Update from release 1 branch (#472) * Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
public void StartInterval(double beat, double length)
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
{
if (MeatGrinder.instance.intervalStarted) return;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
intervalStartBeat = beat;
intervalStarted = true;
beatInterval = length;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + length - 0.33f, delegate { PassTurn(beat); }),
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
});
}
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
public void MeatToss(double beat)
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
{
SoundByte.PlayOneShotGame(sfxName+"toss");
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
MeatToss Meat = Instantiate(MeatBase, gameObject.transform).GetComponent<MeatToss>();
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
Meat.startBeat = beat;
Meat.cueLength = 1f;
Meat.cueBased = true;
Meat.meatType = "DarkMeat";
}
public void MeatCall(double beat)
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
{
BossAnim.DoScaledAnimationAsync("BossCall", 0.5f);
SoundByte.PlayOneShotGame(sfxName+"signal");
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
StartInterval(beat, beatInterval);
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
queuedInputs.Add(beat - intervalStartBeat);
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
}
public void PassTurn(double beat)
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
{
intervalStarted = false;
foreach (var input in queuedInputs)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(input + beatInterval , delegate {
MeatToss Meat = Instantiate(MeatBase, gameObject.transform).GetComponent<MeatToss>();
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
Meat.startBeat = beat;
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
Meat.cueLength = beatInterval + input;
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
Meat.cueBased = false;
Meat.meatType = "LightMeat";
}),
});
}
queuedInputs.Clear();
}
}
}