Adding and modifying effects

This commit is contained in:
fu-majime 2024-03-19 14:36:31 +09:00
parent f7ad034d14
commit 021a30e248
38 changed files with 5315 additions and 4699 deletions

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View file

@ -16,6 +16,8 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
public GameObject trajectoryEffect; public GameObject trajectoryEffect;
public GameObject originEffect; public GameObject originEffect;
public GameObject impactEffect; public GameObject impactEffect;
public GameObject missimpactEffect;
public ParticleSystem smokeEffect;
[Header("Parameters")] [Header("Parameters")]
[NonSerialized] public double createBeat; [NonSerialized] public double createBeat;
@ -30,7 +32,6 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
public void Init() public void Init()
{ {
game = ShootEmUp.instance;
transform.localPosition = new Vector3(5.05f/3*pos.x, 2.5f/3*pos.y + 1.25f, 0); transform.localPosition = new Vector3(5.05f/3*pos.x, 2.5f/3*pos.y + 1.25f, 0);
enemyAnim = GetComponent<Animator>(); enemyAnim = GetComponent<Animator>();
enemyAnim.Play(Enum.GetName(typeof(ShootEmUp.EnemyType), type)); enemyAnim.Play(Enum.GetName(typeof(ShootEmUp.EnemyType), type));
@ -39,6 +40,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
public void StartInput(double beat, double length) public void StartInput(double beat, double length)
{ {
game = ShootEmUp.instance;
game.ScheduleInput(beat, length, ShootEmUp.InputAction_Press, Just, Miss, Empty); game.ScheduleInput(beat, length, ShootEmUp.InputAction_Press, Just, Miss, Empty);
// (type == (int)ShootEmUp.EnemyType.Endless ? : ) // (type == (int)ShootEmUp.EnemyType.Endless ? : )
} }
@ -48,8 +50,12 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
game.playerShip.Shoot(); game.playerShip.Shoot();
if (state <= -1f || state >= 1f) if (state <= -1f || state >= 1f)
{ {
JudgeAnim("miss"); JudgeAnim("miss");
ParticleSystem.MainModule main = smokeEffect.main;
float startLifetime = main.startLifetimeMultiplier;
main.startLifetimeMultiplier = startLifetime * (Conductor.instance.pitchedSecPerBeat * 2f);
smokeEffect.Play();
return; return;
} }
game.hitEffect.PlayScaledAsyncAllChildren(0.45f); game.hitEffect.PlayScaledAsyncAllChildren(0.45f);
@ -113,15 +119,15 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
origin.GetComponent<Animator>().DoScaledAnimationAsync("origin", 1f); origin.GetComponent<Animator>().DoScaledAnimationAsync("origin", 1f);
isScale = false; isScale = false;
transform.localScale = new Vector3(1.25f, 1.25f, 1.25f);
GameObject trajectory = Instantiate(trajectoryEffect, effectHolder); GameObject trajectory = Instantiate(trajectoryEffect, effectHolder);
GameObject impact; GameObject impact, missimpact;
switch (type) switch (type)
{ {
case "just": case "just":
enemyAnim.DoScaledAnimationAsync("enemyAttack", 1f); enemyAnim.DoScaledAnimationAsync("enemyAttack", 1f);
transform.localScale = new Vector3(1.25f, 1.25f, 1.25f);
impact = Instantiate(impactEffect, effectHolder); impact = Instantiate(impactEffect, effectHolder);
impact.transform.localPosition = nextPos; impact.transform.localPosition = nextPos;
impact.gameObject.SetActive(true); impact.gameObject.SetActive(true);
@ -129,6 +135,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
break; break;
case "attack": case "attack":
enemyAnim.DoScaledAnimationAsync("enemyAttack", 1f); enemyAnim.DoScaledAnimationAsync("enemyAttack", 1f);
transform.localScale = new Vector3(1.25f, 1.25f, 1.25f);
if (pos.x > 0) { if (pos.x > 0) {
nextPos = new Vector3(-5, -3, 0); nextPos = new Vector3(-5, -3, 0);
} else if (pos.x < 0) { } else if (pos.x < 0) {
@ -142,7 +149,15 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
impact.GetComponent<Animator>().DoScaledAnimationAsync("impact", 1f); impact.GetComponent<Animator>().DoScaledAnimationAsync("impact", 1f);
break; break;
case "miss": 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<Animator>().DoScaledAnimationAsync("missimpact", 1f);
break; break;
default: default:
break; break;

View file

@ -31,7 +31,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
isDamage = true; isDamage = true;
shipAnim.DoScaledAnimationAsync("shipDamage", 1f); shipAnim.DoScaledAnimationAsync("shipDamage", 1f);
damageAnim.DoScaledAnimationAsync("damage", 1f); damageAnim.DoScaledAnimationAsync("damage", 0.5f);
} }
public void DamageEnd() public void DamageEnd()

View file

@ -63,22 +63,24 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("gate events", "Gate Animations") 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, defaultLength = 1f,
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("close", false, "Close", "Toggle if the gate is closed."), 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") 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, defaultLength = 1f,
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("toggle", ShootEmUp.MonitorAnimation.Enter, "Animation", "Set the animation for the monitor to perform."), 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; 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; canBop = false;
switch (type) { switch (type) {
case (int)MonitorAnimation.Enter: case (int)MonitorAnimation.Enter:
captain.Play("capHidden");
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { new BeatAction.Action(beat, delegate {
monitor.DoScaledAnimationAsync("monitorIn", 1f); monitor.DoScaledAnimationAsync("monitorIn", 1f);
}), }),
new BeatAction.Action(beat + length, delegate { new BeatAction.Action(beat + length, delegate {
captain.Play("capShow"); captain.DoScaledAnimationAsync("capShow", 1f);
}), }),
}); });
// if (!mute) SoundByte.PlayOneShotGame("shootEmUp/", beat + length);
break; break;
case (int)MonitorAnimation.Exit: case (int)MonitorAnimation.Exit:
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { new BeatAction.Action(beat, delegate {
captain.Play("capHide"); captain.DoScaledAnimationAsync("capHide", 1f);
}), }),
new BeatAction.Action(beat + length, delegate { new BeatAction.Action(beat + length, delegate {
monitor.DoScaledAnimationAsync("monitorOut", 1f); monitor.DoScaledAnimationAsync("monitorOut", 1f);
}), }),
}); });
// if (!mute) SoundByte.PlayOneShotGame("shootEmUp/", beat);
break; break;
case (int)MonitorAnimation.Talk: case (int)MonitorAnimation.Talk:
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
@ -434,8 +439,11 @@ namespace HeavenStudio.Games
break; break;
case (int)MonitorAnimation.Idle: case (int)MonitorAnimation.Idle:
captain.Play("capIdle"); monitor.DoScaledAnimationAsync("monitorIdle", 1f);
monitor.Play("monitorIdle"); BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { captain.Play("capIdle");}),
});
break; break;
case (int)MonitorAnimation.Bop: case (int)MonitorAnimation.Bop:
canBop = true; 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); introGate.Play("gateShow", 0, 0);
if (close) return; if (close) return;
if (!mute)
{
MultiSound.Play(new MultiSound.Sound[] MultiSound.Play(new MultiSound.Sound[]
{ {
new MultiSound.Sound("shootEmUp/gate1", beat), new MultiSound.Sound("shootEmUp/gate1", beat),
new MultiSound.Sound("shootEmUp/gate2", beat + length), new MultiSound.Sound("shootEmUp/gate2", beat + length),
new MultiSound.Sound("shootEmUp/gate3", beat + 2*length), new MultiSound.Sound("shootEmUp/gate3", beat + 2*length),
}); });
}
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { new BeatAction.Action(beat, delegate {