Adding and modifying effects
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@ -16,6 +16,8 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
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|||
public GameObject trajectoryEffect;
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public GameObject originEffect;
|
||||
public GameObject impactEffect;
|
||||
public GameObject missimpactEffect;
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public ParticleSystem smokeEffect;
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[Header("Parameters")]
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[NonSerialized] public double createBeat;
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|
@ -30,7 +32,6 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
|
|||
|
||||
public void Init()
|
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{
|
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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<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;
|
||||
|
|
|
@ -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()
|
||||
|
|
|
@ -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 {
|
||||
|
|
Loading…
Reference in a new issue