coin toss re-toss
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@ -70,8 +73,7 @@ AnimatorState:
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@ -183,6 +163,32 @@ AnimatorState:
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@ -0,0 +1,510 @@
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|
@ -14,8 +14,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new GameAction("toss", "Toss Coin")
|
||||
{
|
||||
function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], eventCaller.currentEntity["toggle"]); },
|
||||
defaultLength = 7,
|
||||
function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], eventCaller.currentEntity["toggle"]); },
|
||||
defaultLength = 7,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", CoinToss.CoinVariation.Default, "Variation", "Special Coin Variations"),
|
||||
|
|
@ -26,7 +26,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
function = delegate { var e = eventCaller.currentEntity;
|
||||
CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["colorStartF"], e["colorEndF"], e["ease"]); },
|
||||
resizable = true,
|
||||
resizable = true,
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
|
|
@ -35,7 +35,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("colorStartF", CoinToss.defaultBgColor, "FG Start Color", "The starting color in the fade"),
|
||||
new Param("colorEndF", CoinToss.defaultBgColor, "FG End Color", "The ending color in the fade"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
//left in for backwards-compatibility, but cannot be placed
|
||||
|
|
@ -51,9 +51,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
hidden = true
|
||||
},
|
||||
},
|
||||
new List<string>() {"ntr", "aim"},
|
||||
new List<string>() { "ntr", "aim" },
|
||||
"ntrcoin", "en",
|
||||
new List<string>() {}
|
||||
new List<string>() { }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
@ -70,6 +70,10 @@ namespace HeavenStudio.Games
|
|||
|
||||
//Though it would need a bit of code rewrite to make it work with multiple coins
|
||||
|
||||
public static PlayerInput.InputAction InputAction_TouchFlick =
|
||||
new("NtrCoinTouchFlick", new int[] { IAEmptyCat, IAFlickCat, IAEmptyCat },
|
||||
IA_Empty, IA_TouchFlick, IA_Empty);
|
||||
|
||||
public static CoinToss instance { get; set; }
|
||||
|
||||
private static Color _defaultBgColor;
|
||||
|
|
@ -82,7 +86,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
private static Color _defaultFgColor;
|
||||
public static Color defaultFgColor
|
||||
{
|
||||
|
|
@ -129,6 +133,13 @@ namespace HeavenStudio.Games
|
|||
private void Update()
|
||||
{
|
||||
BackgroundColorUpdate();
|
||||
|
||||
if (coin != null && (!coin.canHit) && PlayerInput.GetIsAction(InputAction_TouchFlick))
|
||||
{
|
||||
coin.CanHit(true);
|
||||
isThrowing = true;
|
||||
handAnimator.Play("Throw_empty", 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void TossCoin(double beat, int type, bool audienceReacting)
|
||||
|
|
@ -142,11 +153,11 @@ namespace HeavenStudio.Games
|
|||
isThrowing = true;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case (int) CoinToss.CoinVariation.Cowbell:
|
||||
//this was intentional. it was to avoid the throw and cowbells to go offbeat.
|
||||
SoundByte.PlayOneShotGame("coinToss/cowbell1");
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
{
|
||||
case (int)CoinVariation.Cowbell:
|
||||
//this was intentional. it was to avoid the throw and cowbells to go offbeat.
|
||||
SoundByte.PlayOneShotGame("coinToss/cowbell1");
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("coinToss/cowbell2", beat + 1f, offset: 0.01f),
|
||||
new MultiSound.Sound("coinToss/cowbell1", beat + 2f, offset: 0.01f),
|
||||
new MultiSound.Sound("coinToss/cowbell2", beat + 3f, offset: 0.01f),
|
||||
|
|
@ -154,11 +165,11 @@ namespace HeavenStudio.Games
|
|||
new MultiSound.Sound("coinToss/cowbell2", beat + 5f, offset: 0.01f),
|
||||
new MultiSound.Sound("coinToss/cowbell1", beat + 6f, offset: 0.01f),
|
||||
});
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
this.audienceReacting = audienceReacting;
|
||||
|
||||
coin = ScheduleInput(beat, 6f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
|
||||
|
|
@ -183,16 +194,16 @@ namespace HeavenStudio.Games
|
|||
public void CatchSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("coinToss/catch");
|
||||
if(this.audienceReacting) SoundByte.PlayOneShot("applause");
|
||||
if (this.audienceReacting) SoundByte.PlayOneShot("applause");
|
||||
handAnimator.Play("Catch_success", 0, 0);
|
||||
|
||||
isThrowing = false;
|
||||
isThrowing = false;
|
||||
}
|
||||
|
||||
public void CatchMiss(PlayerActionEvent caller)
|
||||
{
|
||||
SoundByte.PlayOneShot("miss");
|
||||
if(this.audienceReacting) SoundByte.PlayOneShot("audience/disappointed");
|
||||
if (this.audienceReacting) SoundByte.PlayOneShot("audience/disappointed");
|
||||
handAnimator.Play("Pickup", 0, 0);
|
||||
|
||||
isThrowing = false;
|
||||
|
|
|
|||
|
|
@ -130,10 +130,9 @@ namespace HeavenStudio.Games
|
|||
)
|
||||
{
|
||||
|
||||
GameObject evtObj = new GameObject("ActionEvent" + (startBeat + timer));
|
||||
evtObj.AddComponent<PlayerActionEvent>();
|
||||
GameObject evtObj = new("ActionEvent" + (startBeat + timer));
|
||||
|
||||
PlayerActionEvent evt = evtObj.GetComponent<PlayerActionEvent>();
|
||||
PlayerActionEvent evt = evtObj.AddComponent<PlayerActionEvent>();
|
||||
|
||||
evt.startBeat = startBeat;
|
||||
evt.timer = timer;
|
||||
|
|
@ -332,6 +331,11 @@ namespace HeavenStudio.Games
|
|||
return closest;
|
||||
}
|
||||
|
||||
public PlayerActionEvent GetClosestScheduledInput(PlayerInput.InputAction action)
|
||||
{
|
||||
return GetClosestScheduledInput(action.inputLockCategory);
|
||||
}
|
||||
|
||||
//Hasn't been tested yet. *Should* work.
|
||||
//Can be used to detect if the user is expected to input something now or not
|
||||
//Useful for strict call and responses games like Tambourine
|
||||
|
|
@ -349,6 +353,11 @@ namespace HeavenStudio.Games
|
|||
return input.IsExpectingInputNow();
|
||||
}
|
||||
|
||||
public bool IsExpectingInputNow(PlayerInput.InputAction wantAction)
|
||||
{
|
||||
return IsExpectingInputNow(wantAction.inputLockCategory);
|
||||
}
|
||||
|
||||
// now should fix the fast bpm problem
|
||||
public static double NgEarlyTime()
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in a new issue