update samurai slice ds to new assets

implement near miss feedback
This commit is contained in:
minenice55 2023-01-13 21:43:50 -05:00
parent 420bd59834
commit 257b00720b
23 changed files with 419 additions and 226 deletions

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View file

@ -4,6 +4,7 @@ using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace HeavenStudio.Games.Scripts_NtrSamurai
{
@ -27,7 +28,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
if (!isMain)
{
var cond = Conductor.instance;
float prog = Conductor.instance.GetPositionFromBeat(startBeat + 1f, 2f);
float prog = Conductor.instance.GetPositionFromBeat(startBeat + 1f, 4f);
if (prog >= 0)
{
Walk();

View file

@ -106,8 +106,19 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
{
switch (flyProg)
{
case -3: // near miss on board launch
flyPos = cond.GetPositionFromBeat(startBeat, 2f);
transform.position = currentCurve.GetPoint(flyPos);
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (180f * Time.deltaTime));
if (flyPos > 1f)
{
GameObject.Destroy(gameObject);
return;
}
break;
case -2: // being carried by a child
flyPos = cond.GetPositionFromBeat(startBeat + 2f, 2f);
flyPos = cond.GetPositionFromBeat(startBeat + 2f, 4f);
if (heldPos == null || flyPos > 1f)
{
GameObject.Destroy(gameObject);
@ -130,6 +141,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
secondHalf.heldPos = child.DebrisPosL;
}
flyProg = -2;
GetComponent<SpriteRenderer>().sortingOrder = 7;
return;
}
break;
@ -247,6 +259,15 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
public void LaunchSuccess(PlayerActionEvent caller, float state)
{
if (state <= -1f || state >= 1f)
{
startBeat = launchProg.startBeat + 2f;
currentCurve = SamuraiSliceNtr.instance.NgLaunchCurve;
flyProg = -3;
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: 2f);
launchProg.Disable();
return;
}
launchProg.Disable();
DoLaunch();
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: UnityEngine.Random.Range(0.85f, 1.05f));
@ -262,6 +283,15 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
public void HitSuccess(PlayerActionEvent caller, float state)
{
if (state <= -1f || state >= 1f)
{
startBeat = hitProg.startBeat + hitProg.timer;
currentCurve = SamuraiSliceNtr.instance.NgDebrisCurve;
flyProg = -3;
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_ng");
hitProg.Disable();
return;
}
flyProg = -1;
hitProg.Disable();
if (UnityEngine.Random.Range(0f, 1f) >= 0.5f)

View file

@ -2,6 +2,7 @@ using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using DG.Tweening;
using NaughtyBezierCurves;
@ -63,6 +64,7 @@ namespace HeavenStudio.Games
public BezierCurve3D NgLaunchCurve;
public BezierCurve3D DebrisLeftCurve;
public BezierCurve3D DebrisRightCurve;
public BezierCurve3D NgDebrisCurve;
//game scene
public static SamuraiSliceNtr instance;
@ -144,6 +146,7 @@ namespace HeavenStudio.Games
mobjDat.Bop();
mobj.SetActive(true);
mobj.GetComponent<SortingGroup>().sortingOrder = 7;
return mobjDat;
}

View file

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@ -43,81 +43,90 @@ SerializeReferenceClassIdentifiers:
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- Assets/Resources/Sfx/games/djSchool/checkItOut.ogg
- Assets/Resources/Sfx/games/djSchool/checkItOut1.ogg
- Assets/Resources/Sprites/Games/DJSchool/djYellow/djYellow_Torso.png
- Assets/Resources/Sfx/games/djSchool/scratchoHey3.ogg
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- Assets/Resources/Sprites/Games/DoubleDate/Animations/test files/Student/Hold.anim
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