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 originEffect;
public GameObject impactEffect;
public GameObject missimpactEffect;
public ParticleSystem smokeEffect;
[Header("Parameters")]
[NonSerialized] public double createBeat;
@ -30,7 +32,6 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
public void Init()
{
game = ShootEmUp.instance;
transform.localPosition = new Vector3(5.05f/3*pos.x, 2.5f/3*pos.y + 1.25f, 0);
enemyAnim = GetComponent<Animator>();
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<Animator>().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<Animator>().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<Animator>().DoScaledAnimationAsync("missimpact", 1f);
break;
default:
break;

View file

@ -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()

View file

@ -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<Param>()
{
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<Param>()
{
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<BeatAction.Action>()
{
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<BeatAction.Action>()
{
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<BeatAction.Action>()
@ -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<BeatAction.Action>()
{
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;
if (!mute)
{
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<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate {