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game = ShootEmUp.instance; transform.localPosition = new Vector3(5.05f/3*pos.x, 2.5f/3*pos.y + 1.25f, 0); enemyAnim = GetComponent(); enemyAnim.Play(Enum.GetName(typeof(ShootEmUp.EnemyType), type)); @@ -39,6 +40,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp public void StartInput(double beat, double length) { + game = ShootEmUp.instance; game.ScheduleInput(beat, length, ShootEmUp.InputAction_Press, Just, Miss, Empty); // (type == (int)ShootEmUp.EnemyType.Endless ? : ) } @@ -48,8 +50,12 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp game.playerShip.Shoot(); if (state <= -1f || state >= 1f) { - JudgeAnim("miss"); + + ParticleSystem.MainModule main = smokeEffect.main; + float startLifetime = main.startLifetimeMultiplier; + main.startLifetimeMultiplier = startLifetime * (Conductor.instance.pitchedSecPerBeat * 2f); + smokeEffect.Play(); return; } game.hitEffect.PlayScaledAsyncAllChildren(0.45f); @@ -113,15 +119,15 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp origin.GetComponent().DoScaledAnimationAsync("origin", 1f); isScale = false; - transform.localScale = new Vector3(1.25f, 1.25f, 1.25f); GameObject trajectory = Instantiate(trajectoryEffect, effectHolder); - GameObject impact; + GameObject impact, missimpact; switch (type) { case "just": enemyAnim.DoScaledAnimationAsync("enemyAttack", 1f); + transform.localScale = new Vector3(1.25f, 1.25f, 1.25f); impact = Instantiate(impactEffect, effectHolder); impact.transform.localPosition = nextPos; impact.gameObject.SetActive(true); @@ -129,6 +135,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp break; case "attack": enemyAnim.DoScaledAnimationAsync("enemyAttack", 1f); + transform.localScale = new Vector3(1.25f, 1.25f, 1.25f); if (pos.x > 0) { nextPos = new Vector3(-5, -3, 0); } else if (pos.x < 0) { @@ -142,7 +149,15 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp impact.GetComponent().DoScaledAnimationAsync("impact", 1f); break; case "miss": - enemyAnim.DoScaledAnimationAsync("enemyMiss", 1f); + if (pos.x <= 0) { + enemyAnim.DoScaledAnimationAsync("enemyMissRight", 1f); + } else { + enemyAnim.DoScaledAnimationAsync("enemyMissLeft", 1f); + } + + missimpact = Instantiate(missimpactEffect, effectHolder); + missimpact.gameObject.SetActive(true); + missimpact.GetComponent().DoScaledAnimationAsync("missimpact", 1f); break; default: break; diff --git a/Assets/Scripts/Games/ShootEmUp/Ship.cs b/Assets/Scripts/Games/ShootEmUp/Ship.cs index d0228a1ee..d604437af 100644 --- a/Assets/Scripts/Games/ShootEmUp/Ship.cs +++ b/Assets/Scripts/Games/ShootEmUp/Ship.cs @@ -31,7 +31,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp isDamage = true; shipAnim.DoScaledAnimationAsync("shipDamage", 1f); - damageAnim.DoScaledAnimationAsync("damage", 1f); + damageAnim.DoScaledAnimationAsync("damage", 0.5f); } public void DamageEnd() diff --git a/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs b/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs index 19b265456..3fa3a32f4 100644 --- a/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs +++ b/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs @@ -63,22 +63,24 @@ namespace HeavenStudio.Games.Loaders }, new GameAction("gate events", "Gate Animations") { - function = delegate { var e = eventCaller.currentEntity; ShootEmUp.instance.GateAnims(e.beat, e.length, e["close"]); }, + function = delegate { var e = eventCaller.currentEntity; ShootEmUp.instance.GateAnims(e.beat, e.length, e["close"], e["mute"]); }, defaultLength = 1f, resizable = true, parameters = new List() { new Param("close", false, "Close", "Toggle if the gate is closed."), + new Param("mute", false, "Mute", "Toggle if the cue should be muted."), } }, new GameAction("monitor events", "Monitor Animations") { - function = delegate { var e = eventCaller.currentEntity; ShootEmUp.instance.MonitorAnims(e.beat, e.length, e["toggle"]); }, + function = delegate { var e = eventCaller.currentEntity; ShootEmUp.instance.MonitorAnims(e.beat, e.length, e["toggle"], e["mute"]); }, defaultLength = 1f, resizable = true, parameters = new List() { new Param("toggle", ShootEmUp.MonitorAnimation.Enter, "Animation", "Set the animation for the monitor to perform."), + new Param("mute", false, "Mute", "Toggle if the cue should be muted."), } }, }, @@ -394,31 +396,34 @@ namespace HeavenStudio.Games } private bool canBop = false; - public void MonitorAnims(double beat, double length, int type) + public void MonitorAnims(double beat, double length, int type, bool mute) { canBop = false; switch (type) { case (int)MonitorAnimation.Enter: + captain.Play("capHidden"); BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { monitor.DoScaledAnimationAsync("monitorIn", 1f); }), new BeatAction.Action(beat + length, delegate { - captain.Play("capShow"); + captain.DoScaledAnimationAsync("capShow", 1f); }), }); + // if (!mute) SoundByte.PlayOneShotGame("shootEmUp/", beat + length); break; case (int)MonitorAnimation.Exit: BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { - captain.Play("capHide"); + captain.DoScaledAnimationAsync("capHide", 1f); }), new BeatAction.Action(beat + length, delegate { monitor.DoScaledAnimationAsync("monitorOut", 1f); }), }); + // if (!mute) SoundByte.PlayOneShotGame("shootEmUp/", beat); break; case (int)MonitorAnimation.Talk: BeatAction.New(instance, new List() @@ -434,8 +439,11 @@ namespace HeavenStudio.Games break; case (int)MonitorAnimation.Idle: - captain.Play("capIdle"); - monitor.Play("monitorIdle"); + monitor.DoScaledAnimationAsync("monitorIdle", 1f); + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { captain.Play("capIdle");}), + }); break; case (int)MonitorAnimation.Bop: canBop = true; @@ -444,16 +452,19 @@ namespace HeavenStudio.Games } } - public void GateAnims(double beat, double length, bool close) + public void GateAnims(double beat, double length, bool close, bool mute) { introGate.Play("gateShow", 0, 0); if (close) return; - MultiSound.Play(new MultiSound.Sound[] + if (!mute) { - new MultiSound.Sound("shootEmUp/gate1", beat), - new MultiSound.Sound("shootEmUp/gate2", beat + length), - new MultiSound.Sound("shootEmUp/gate3", beat + 2*length), - }); + MultiSound.Play(new MultiSound.Sound[] + { + new MultiSound.Sound("shootEmUp/gate1", beat), + new MultiSound.Sound("shootEmUp/gate2", beat + length), + new MultiSound.Sound("shootEmUp/gate3", beat + 2*length), + }); + } BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate {