Karateka, Marcher

Karateka: Add Korean graphics, Honki mode adjustment to use the pots instead.
Marcher: Adjusted sounds, added left and right turn controls when not in action.
This commit is contained in:
Amy54Desu 2022-12-10 17:36:40 -05:00
parent 737d6ca8a6
commit 13d2bf60ba
22 changed files with 5551 additions and 33 deletions

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@ -47,8 +47,17 @@ TextureImporter:
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second: karateman_word_4
- first:
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- first:
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@ -366,6 +376,69 @@ TextureImporter:
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View file

@ -470,6 +470,7 @@ namespace HeavenStudio.Games
public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
public float HonkiChanceLength;
public float HonkiChanceStart;
public Color[] LightBulbColors;
public Color[] BackgroundColors;
@ -656,7 +657,6 @@ namespace HeavenStudio.Games
cameraAngle = CameraAngle.Normal;
cameraPosition = CameraPosition[0].position;
}
float fadeProg = cond.GetPositionFromBeat(bgFadeTime, bgFadeDuration);
if (bgFadeTime != Single.MinValue && fadeProg >= 0)
{
@ -741,7 +741,16 @@ namespace HeavenStudio.Games
public void Honki(float beat, float length, int type, bool deactivate, bool miss, bool noSound, bool alt)
{
ActivateHonki(beat, deactivate, noSound, alt);
HonkiChanceStart = beat;
HonkiChanceLength = length;
/*if (beat >= HonkiChanceStart && beat <= HonkiChanceStart + HonkiChanceLength)
{
if (PlayerInput.Pressed() && IsExpectingInputNow())
ActivateHonki(beat, deactivate, noSound, alt);
}*/
if (type == (int) HonkiChanceType.IgnoreObject)
ActivateHonki(beat, deactivate, noSound, alt);
}
public void ActivateHonki(float beat, bool deactivate, bool noSound, bool alt)
@ -929,13 +938,7 @@ namespace HeavenStudio.Games
{
wordClearTime = clear;
}
switch (language)
{
case (int) HitThreeGraphicLang.Japanese:
return word + "jp";
default:
return word;
}
return word;
}
float HitExpressionLength(int type)
@ -1349,7 +1352,6 @@ namespace HeavenStudio.Games
{
WantBop = toggle;
}
public void Prepare(float beat, float length)
{
Joe.Prepare(beat, length);

View file

@ -5,6 +5,7 @@ using UnityEngine;
using HeavenStudio;
using HeavenStudio.Util;
using UnityEngine.UIElements;
namespace HeavenStudio.Games.Scripts_KarateMan
{
@ -97,6 +98,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
{
anim.speed = 1f;
anim.Play("Beat", -1, 0);
bop.startBeat = (int) cond.songPositionInBeats + KarateMan.BopLength;
lastChargeTime = Single.MinValue;
Debug.Log($"Bop Length {bop.length}, Bop Start Beat {bop.startBeat}");
}

View file

@ -834,13 +834,27 @@ namespace HeavenStudio.Games.Scripts_KarateMan
startBeat = Conductor.instance.songPositionInBeats;
status = FlyStatus.HitWeak;
Jukebox.PlayOneShotGame("karateman/hitNoNori", forcePlay: true);
joe.Punch(3);
if (startBeat >= KarateMan.instance.HonkiChanceStart && startBeat <= KarateMan.instance.HonkiChanceStart + KarateMan.instance.HonkiChanceLength)
{
KarateMan.instance.ActivateHonki(startBeat, false, false, false);
joe.Punch(2);
}
else
joe.Punch(3);
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z - 30f);
KarateMan.instance.Nori.DoNG();
return;
}
}
bool straight = joe.Punch(ItemPunchHand());
var kar = KarateMan.instance;
var beat = Conductor.instance.songPositionInBeats;
if (beat >= kar.HonkiChanceStart && beat <= kar.HonkiChanceStart + kar.HonkiChanceLength)
{
KarateMan.instance.ActivateHonki(startBeat, false, false, false);
straight = joe.Punch(2);
}
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z - 30f);
DoHitExpression(startBeat + 2f);
ItemHitEffect(straight);
status = FlyStatus.Hit;

View file

@ -200,7 +200,7 @@ namespace HeavenStudio.Games
{
marchPlayerCount++;
Jukebox.PlayOneShotGame("marchingOrders/step1");
Jukebox.PlayOneShotGame("marchingOrders/step1", volume: 0.25f);
CadetPlayer.DoScaledAnimationAsync(marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
}
@ -211,7 +211,7 @@ namespace HeavenStudio.Games
public void HaltHit(PlayerActionEvent caller, float beat)
{
Jukebox.PlayOneShotGame("marchingOrders/step1");
Jukebox.PlayOneShotGame("marchingOrders/step1", volume: 0.25f);
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
}
@ -242,29 +242,44 @@ namespace HeavenStudio.Games
Bop(beatTsugi + (int)currBeat, bop.length);
}
}
if (PlayerInput.Pressed() && !IsExpectingInputNow())
if (!IsExpectingInputNow())
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
if (PlayerInput.Pressed())
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
marchPlayerCount++;
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
marchPlayerCount++;
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
}
if (PlayerInput.AltPressed())
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
}
if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.LEFT))
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
}
if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.RIGHT))
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
}
}
if (PlayerInput.AltPressed() && !IsExpectingInputNow())
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
}
switch (background)
{
case (int) MarchingOrders.BackgroundColor.Yellow:
@ -320,6 +335,7 @@ namespace HeavenStudio.Games
Jukebox.PlayOneShotGame("marchingOrders/step1"); }
else ScheduleInput(beat - 1f, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, MarchEmpty);})
});
Jukebox.PlayOneShotGame("marchingOrders/step1", volume: 0.75f);
}
public void MarchAction(float beat, float length, bool auto)
@ -397,7 +413,7 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/usagiOnna/halt2", beat + 0.2f),
new MultiSound.Sound("marchingOrders/usagiOnna/halt3", beat + 0.4f),
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
new MultiSound.Sound("marchingOrders/step1", beat + 1f),
new MultiSound.Sound("marchingOrders/step1", beat + 1f, volume: 0.75f),
}, forcePlay: true);
}