Merge branch 'holeinone' of https://github.com/iloveoatmeal2022/HeavenStudio into holeinone

This commit is contained in:
blank3times 2024-03-01 17:25:35 -08:00
commit 1fb5eed1ea
2 changed files with 78 additions and 12 deletions

View file

@ -37,7 +37,17 @@ namespace HeavenStudio.Games.Loaders
{
function = delegate { HoleInOne.instance.DoMonkey(eventCaller.currentEntity.beat); },
defaultLength = 3.0f,
}
},
new GameAction("whale", "Whale")
{
function = delegate { var e = eventCaller.currentEntity; HoleInOne.instance.Whale(e.beat, e.length, e["ease"], e["appear"]); },
parameters = new List<Param>()
{
new Param("appear", true, "Enter", "Toggle if the whale should enter or exit the scene."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
},
resizable = true
},
}//,
// new List<string>() { "rvl", "normal" },
// "rvlgolf", "en",
@ -57,12 +67,18 @@ namespace HeavenStudio.Games
public Animator MandrillAnim;
public Animator GolferAnim;
double whaleStartBeat;
float whaleLength;
Util.EasingFunction.Ease lastEase;
bool isWhale;
public static HoleInOne instance;
void Awake()
{
HoleInOne.instance = this;
SetupBopRegion("holeInOne", "bop", "toggle");
isWhale = false;
}
public override void OnBeatPulse(double beat)
@ -76,6 +92,15 @@ namespace HeavenStudio.Games
}
void Update()
{
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
SoundByte.PlayOneShotGame("holeInOne/hole1"); // temp miss sound. Should be: whiff sound
ScoreMiss();
}
}
public void ToggleBop(double beat, float length, bool shouldBop, bool autoBop)
{
if (shouldBop)
@ -96,6 +121,15 @@ namespace HeavenStudio.Games
}
}
public void Whale(double beat, float length, int ease, bool appear)
{
SoundByte.PlayOneShotGame("clappyTrio/sign");
whaleStartBeat = beat;
whaleLength = length;
lastEase = (Util.EasingFunction.Ease)ease;
isWhale = appear;
}
public void DoMandrill(double beat)
{
//Mandrill Multisound
@ -135,8 +169,27 @@ namespace HeavenStudio.Games
public void MandrillSuccess(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("holeInOne/mandrill4");
if (state >= 1f || state <= -1f)
{
double beat = caller.startBeat + caller.timer;
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/mandrill1", beat),// temp should be miss
new MultiSound.Sound("holeInOne/hole2", beat + 1f)// temp should be splash
});
MonkeyAnim.Play("MonkeySpin");
}
else
{
double beat = caller.startBeat + caller.timer;
int randomSuccess = UnityEngine.Random.Range(1,5);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/mandrill4", beat),
new MultiSound.Sound((isWhale) ? "holeInOne/whale" : ("holeInOne/hole" + randomSuccess), beat + 2f)
});
MonkeyAnim.Play("MonkeySpin");
}
}
@ -148,15 +201,28 @@ namespace HeavenStudio.Games
public void MonkeySuccess(PlayerActionEvent caller, float state)
{
double beat = caller.timer;
if (state >= 1f || state <= -1f)
{
double beat = caller.startBeat + caller.timer;
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/mandrill1", beat),// temp should be miss
new MultiSound.Sound("holeInOne/hole2", beat + 1f)// temp should be splash
});
MonkeyAnim.Play("MonkeySpin");
}
else
{
double beat = caller.startBeat + caller.timer;
int randomSuccess = UnityEngine.Random.Range(1,5);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/monkey3", beat),
new MultiSound.Sound("holeInOne/hole" + randomSuccess, beat + 2f)
new MultiSound.Sound((isWhale) ? "holeInOne/whale" : ("holeInOne/hole" + randomSuccess), beat + 2f)
});
MonkeyAnim.Play("MonkeySpin");
}
}
public void MonkeyMiss(PlayerActionEvent caller)
{
@ -164,9 +230,8 @@ namespace HeavenStudio.Games
MonkeyAnim.Play("MonkeySpin");
}
public void Whiff(PlayerActionEvent caller)
public void Nothing(PlayerActionEvent caller)
{
MonkeyAnim.Play("MonkeyBop");
}
}
}

View file

@ -17,6 +17,7 @@ MonoBehaviour:
DenseViewWidthThreshold: 512
_disableAutoReloadInBackground: 0
ImportedScriptPaths:
- Assets/Scripts/Games/FanClub/NtrIdolFan.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/BoolChartPropertyPrefab.cs
- Assets/Scripts/Games/AirRally/AirRally.cs