coin toss re-toss
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@ -43,13 +43,16 @@ AnimatorStateMachine:
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@ -70,8 +73,7 @@ AnimatorState:
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@ -135,28 +137,6 @@ AnimatorState:
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--- !u!1102 &3911154433124293713
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--- !u!1102 &3911154433124293713
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@ -183,6 +163,32 @@ AnimatorState:
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--- !u!1102 &5413485298585256804
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--- !u!1102 &7133985828973644718
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--- !u!1102 &7133985828973644718
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@ -0,0 +1,510 @@
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%TAG !u! tag:unity3d.com,2011:
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--- !u!74 &7400000
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outSlope: Infinity
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inWeight: 0
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outWeight: 0
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_IsActive
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path: Hand/Coin
|
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|
classID: 1
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|
script: {fileID: 0}
|
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|
m_EulerEditorCurves: []
|
||||||
|
m_HasGenericRootTransform: 0
|
||||||
|
m_HasMotionFloatCurves: 0
|
||||||
|
m_Events: []
|
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|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 685d134b2d3de58479b44dfdae56572c
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 7400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -51,9 +51,9 @@ namespace HeavenStudio.Games.Loaders
|
||||||
hidden = true
|
hidden = true
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
new List<string>() {"ntr", "aim"},
|
new List<string>() { "ntr", "aim" },
|
||||||
"ntrcoin", "en",
|
"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
|
//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; }
|
public static CoinToss instance { get; set; }
|
||||||
|
|
||||||
private static Color _defaultBgColor;
|
private static Color _defaultBgColor;
|
||||||
|
|
@ -129,6 +133,13 @@ namespace HeavenStudio.Games
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
BackgroundColorUpdate();
|
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)
|
public void TossCoin(double beat, int type, bool audienceReacting)
|
||||||
|
|
@ -142,11 +153,11 @@ namespace HeavenStudio.Games
|
||||||
isThrowing = true;
|
isThrowing = true;
|
||||||
|
|
||||||
switch (type)
|
switch (type)
|
||||||
{
|
{
|
||||||
case (int) CoinToss.CoinVariation.Cowbell:
|
case (int)CoinVariation.Cowbell:
|
||||||
//this was intentional. it was to avoid the throw and cowbells to go offbeat.
|
//this was intentional. it was to avoid the throw and cowbells to go offbeat.
|
||||||
SoundByte.PlayOneShotGame("coinToss/cowbell1");
|
SoundByte.PlayOneShotGame("coinToss/cowbell1");
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
MultiSound.Play(new MultiSound.Sound[] {
|
||||||
new MultiSound.Sound("coinToss/cowbell2", beat + 1f, offset: 0.01f),
|
new MultiSound.Sound("coinToss/cowbell2", beat + 1f, offset: 0.01f),
|
||||||
new MultiSound.Sound("coinToss/cowbell1", beat + 2f, offset: 0.01f),
|
new MultiSound.Sound("coinToss/cowbell1", beat + 2f, offset: 0.01f),
|
||||||
new MultiSound.Sound("coinToss/cowbell2", beat + 3f, offset: 0.01f),
|
new MultiSound.Sound("coinToss/cowbell2", beat + 3f, offset: 0.01f),
|
||||||
|
|
@ -154,10 +165,10 @@ namespace HeavenStudio.Games
|
||||||
new MultiSound.Sound("coinToss/cowbell2", beat + 5f, offset: 0.01f),
|
new MultiSound.Sound("coinToss/cowbell2", beat + 5f, offset: 0.01f),
|
||||||
new MultiSound.Sound("coinToss/cowbell1", beat + 6f, offset: 0.01f),
|
new MultiSound.Sound("coinToss/cowbell1", beat + 6f, offset: 0.01f),
|
||||||
});
|
});
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
this.audienceReacting = audienceReacting;
|
this.audienceReacting = audienceReacting;
|
||||||
|
|
||||||
|
|
@ -183,7 +194,7 @@ namespace HeavenStudio.Games
|
||||||
public void CatchSuccess(PlayerActionEvent caller, float state)
|
public void CatchSuccess(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShotGame("coinToss/catch");
|
SoundByte.PlayOneShotGame("coinToss/catch");
|
||||||
if(this.audienceReacting) SoundByte.PlayOneShot("applause");
|
if (this.audienceReacting) SoundByte.PlayOneShot("applause");
|
||||||
handAnimator.Play("Catch_success", 0, 0);
|
handAnimator.Play("Catch_success", 0, 0);
|
||||||
|
|
||||||
isThrowing = false;
|
isThrowing = false;
|
||||||
|
|
@ -192,7 +203,7 @@ namespace HeavenStudio.Games
|
||||||
public void CatchMiss(PlayerActionEvent caller)
|
public void CatchMiss(PlayerActionEvent caller)
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShot("miss");
|
SoundByte.PlayOneShot("miss");
|
||||||
if(this.audienceReacting) SoundByte.PlayOneShot("audience/disappointed");
|
if (this.audienceReacting) SoundByte.PlayOneShot("audience/disappointed");
|
||||||
handAnimator.Play("Pickup", 0, 0);
|
handAnimator.Play("Pickup", 0, 0);
|
||||||
|
|
||||||
isThrowing = false;
|
isThrowing = false;
|
||||||
|
|
|
||||||
|
|
@ -130,10 +130,9 @@ namespace HeavenStudio.Games
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
|
|
||||||
GameObject evtObj = new GameObject("ActionEvent" + (startBeat + timer));
|
GameObject evtObj = new("ActionEvent" + (startBeat + timer));
|
||||||
evtObj.AddComponent<PlayerActionEvent>();
|
|
||||||
|
|
||||||
PlayerActionEvent evt = evtObj.GetComponent<PlayerActionEvent>();
|
PlayerActionEvent evt = evtObj.AddComponent<PlayerActionEvent>();
|
||||||
|
|
||||||
evt.startBeat = startBeat;
|
evt.startBeat = startBeat;
|
||||||
evt.timer = timer;
|
evt.timer = timer;
|
||||||
|
|
@ -332,6 +331,11 @@ namespace HeavenStudio.Games
|
||||||
return closest;
|
return closest;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public PlayerActionEvent GetClosestScheduledInput(PlayerInput.InputAction action)
|
||||||
|
{
|
||||||
|
return GetClosestScheduledInput(action.inputLockCategory);
|
||||||
|
}
|
||||||
|
|
||||||
//Hasn't been tested yet. *Should* work.
|
//Hasn't been tested yet. *Should* work.
|
||||||
//Can be used to detect if the user is expected to input something now or not
|
//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
|
//Useful for strict call and responses games like Tambourine
|
||||||
|
|
@ -349,6 +353,11 @@ namespace HeavenStudio.Games
|
||||||
return input.IsExpectingInputNow();
|
return input.IsExpectingInputNow();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public bool IsExpectingInputNow(PlayerInput.InputAction wantAction)
|
||||||
|
{
|
||||||
|
return IsExpectingInputNow(wantAction.inputLockCategory);
|
||||||
|
}
|
||||||
|
|
||||||
// now should fix the fast bpm problem
|
// now should fix the fast bpm problem
|
||||||
public static double NgEarlyTime()
|
public static double NgEarlyTime()
|
||||||
{
|
{
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue