push for anims stuff

why r unity animations so suck
This commit is contained in:
AstrlJelly 2023-12-15 17:06:45 -05:00
parent b740bd8c64
commit 03e6cf460b
24 changed files with 166 additions and 1600 deletions

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View file

@ -3,6 +3,7 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Starpelly;
namespace HeavenStudio.Games.Scripts_MeatGrinder namespace HeavenStudio.Games.Scripts_MeatGrinder
{ {
@ -11,9 +12,12 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
public double startBeat; public double startBeat;
public MeatType meatType; public MeatType meatType;
private string meatTypeStr;
private bool isHit = false;
[Header("Animators")] [Header("Animators")]
[SerializeField] private Animator anim; private Animator anim;
[SerializeField] private SpriteRenderer sr; private SpriteRenderer sr;
[SerializeField] private Sprite[] meats; [SerializeField] private Sprite[] meats;
public enum MeatType public enum MeatType
@ -28,24 +32,37 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
private void Awake() private void Awake()
{ {
game = MeatGrinder.instance; game = MeatGrinder.instance;
sr.sprite = meats[(int)meatType]; anim = GetComponent<Animator>();
sr = GetComponent<SpriteRenderer>();
} }
private void Start() private void Start()
{ {
meatTypeStr = meatType.ToString();
sr.sprite = meats[(int)meatType];
Debug.Log(meats[(int)meatType]);
Debug.Log(sr.sprite.name);
game.ScheduleInput(startBeat, 1, MeatGrinder.InputAction_Press, Hit, Miss, Nothing); game.ScheduleInput(startBeat, 1, MeatGrinder.InputAction_Press, Hit, Miss, Nothing);
} }
private void Update() private void Update()
{ {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat + 0.5, 1); // if (Input.GetKey(KeyCode.G)) { // Insane.
anim.DoNormalizedAnimation("MeatThrown", normalizedBeat); // anim.enabled = true;
// }
Debug.Log(sr.sprite.name);
if (!isHit) {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1.1);
anim.DoNormalizedAnimation("MeatThrown", normalizedBeat);
}
} }
private void Hit(PlayerActionEvent caller, float state) private void Hit(PlayerActionEvent caller, float state)
{ {
isHit = true;
game.TackAnim.SetBool("tackMeated", false); game.TackAnim.SetBool("tackMeated", false);
anim.DoScaledAnimationAsync(meatType.ToString() + "Hit", 0.5f); anim.DoScaledAnimationAsync(meatTypeStr + "Hit", 0.5f);
bool isBarely = state is >= 1f or <= -1f; bool isBarely = state is >= 1f or <= -1f;
@ -59,7 +76,7 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
game.bossAnnoyed = true; game.bossAnnoyed = true;
SoundByte.PlayOneShotGame("meatGrinder/miss"); SoundByte.PlayOneShotGame("meatGrinder/miss");
game.TackAnim.DoScaledAnimationAsync("TackMiss" + meatType, 0.5f); game.TackAnim.DoScaledAnimationAsync("TackMiss" + meatTypeStr, 0.5f);
game.TackAnim.SetBool("tackMeated", true); game.TackAnim.SetBool("tackMeated", true);
game.BossAnim.DoScaledAnimationAsync("BossMiss", 0.5f); game.BossAnim.DoScaledAnimationAsync("BossMiss", 0.5f);
@ -68,6 +85,10 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
private void Nothing(PlayerActionEvent caller) { } private void Nothing(PlayerActionEvent caller) { }
public void SetSprite() {
sr.sprite = meats[(int)meatType];
}
public void DestroySelf() { public void DestroySelf() {
Destroy(gameObject); Destroy(gameObject);
} }

View file

@ -7,7 +7,7 @@ using UnityEngine;
namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games.Loaders
{ {
using static Minigames; using static Minigames;
public static class pcoMeatLoader public static class PcoMeatLoader
{ {
public static Minigame AddGame(EventCaller eventCaller) public static Minigame AddGame(EventCaller eventCaller)
{ {
@ -93,7 +93,7 @@ namespace HeavenStudio.Games
public class MeatGrinder : Minigame public class MeatGrinder : Minigame
{ {
static List<QueuedInterval> queuedIntervals = new (); static List<QueuedInterval> queuedIntervals = new();
struct QueuedInterval struct QueuedInterval
{ {
public double beat; public double beat;
@ -111,7 +111,7 @@ namespace HeavenStudio.Games
public Animator TackAnim; public Animator TackAnim;
[Header("Variables")] [Header("Variables")]
bool bossBop = true; private bool bossBop = true;
public bool bossAnnoyed = false; public bool bossAnnoyed = false;
const string sfxName = "meatGrinder/"; const string sfxName = "meatGrinder/";
@ -179,11 +179,11 @@ namespace HeavenStudio.Games
foreach (var interval in queuedIntervals) StartInterval(interval.beat, interval.length, beat, interval.autoPassTurn); foreach (var interval in queuedIntervals) StartInterval(interval.beat, interval.length, beat, interval.autoPassTurn);
queuedIntervals.Clear(); queuedIntervals.Clear();
} }
} if (queuedMeats.Count > 0)
{
private RiqEntity GetLastIntervalBeforeBeat(double beat) foreach (var meat in queuedMeats) MeatToss(meat.beat, meat["bacon"]);
{ queuedMeats.Clear();
return EventCaller.GetAllInGameManagerList("meatGrinder", new string[] { "StartInterval" }).FindLast(x => x.beat <= beat); }
} }
private List<RiqEntity> GetRelevantMeatCallsBetweenBeat(double beat, double endBeat) private List<RiqEntity> GetRelevantMeatCallsBetweenBeat(double beat, double endBeat)
@ -209,6 +209,13 @@ namespace HeavenStudio.Games
} }
} }
public void TackExpression(int expression)
{
string anim = ((TackExpressions)expression).ToString();
TackAnim.DoScaledAnimationAsync("Tack" + anim, 0.5f);
Debug.Log(anim);
}
public static void PreInterval(double beat, float length, bool autoPassTurn) public static void PreInterval(double beat, float length, bool autoPassTurn)
{ {
SoundByte.PlayOneShotGame(sfxName + "startSignal", beat - 1, forcePlay: true); SoundByte.PlayOneShotGame(sfxName + "startSignal", beat - 1, forcePlay: true);
@ -261,9 +268,9 @@ namespace HeavenStudio.Games
{ {
SoundByte.PlayOneShotGame(sfxName + "toss"); SoundByte.PlayOneShotGame(sfxName + "toss");
Meat Meat = Instantiate(MeatBase, transform).GetComponent<Meat>(); Meat meat = Instantiate(MeatBase, transform).GetComponent<Meat>();
Meat.startBeat = beat; meat.startBeat = beat;
Meat.meatType = bacon ? Meat.MeatType.BaconBall : Meat.MeatType.DarkMeat; meat.meatType = bacon ? Meat.MeatType.BaconBall : Meat.MeatType.DarkMeat;
} }
public static void PrePassTurn(double beat) public static void PrePassTurn(double beat)

View file

@ -1,73 +0,0 @@
using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_MeatGrinder
{
public class MeatToss : MonoBehaviour
{
public double startBeat;
public double cueLength;
public bool cueBased;
public string meatType;
[Header("Animators")]
private Animator anim;
private MeatGrinder game;
private void Awake()
{
game = MeatGrinder.instance;
anim = GetComponent<Animator>();
}
private void Start()
{
game.ScheduleInput(startBeat, cueLength, MeatGrinder.InputAction_Press, Hit, Miss, Nothing);
BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(cueBased ? startBeat + 0.66f : cueLength + startBeat - 1 + 0.66f, delegate {
anim.DoScaledAnimationAsync(meatType+"Thrown", 0.32f);
}),
});
}
private void Update()
{
if (anim.IsPlayingAnimationNames("DarkIdle") || anim.IsPlayingAnimationNames("LightIdle")) GameObject.Destroy(gameObject);
}
private void InputActions(bool annoyBoss, string whichSfx, string whichAnim)
{
game.bossAnnoyed = annoyBoss;
SoundByte.PlayOneShotGame("meatGrinder/"+whichSfx);
game.TackAnim.DoScaledAnimationAsync(whichAnim, 0.5f);
}
private void Hit(PlayerActionEvent caller, float state)
{
game.TackAnim.SetBool("tackMeated", false);
anim.DoScaledAnimationAsync(meatType+"Hit", 0.5f);
if (state >= 1f || state <= -1f) {
InputActions(true, "tink", "TackHitBarely");
} else {
InputActions(false, "meatHit", "TackHitSuccess");
}
}
private void Miss(PlayerActionEvent caller)
{
GameObject.Destroy(gameObject);
InputActions(true, "miss", "TackMiss"+meatType);
game.BossAnim.DoScaledAnimationAsync("BossMiss", 0.5f);
game.TackAnim.SetBool("tackMeated", true);
}
private void Nothing(PlayerActionEvent caller) { }
}
}

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