Coin Toss - Improvement

- imported sofuto's textures
- tweaked animation errors
- added a new cowbell variation
- marching orders nonsense??
This commit is contained in:
KrispyDotlessI 2022-09-10 20:56:26 +08:00
parent 95f1e19ea9
commit 287f8db6d1
22 changed files with 639 additions and 277 deletions

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View file

@ -16,10 +16,11 @@ namespace HeavenStudio.Games.Loaders
{ {
new GameAction("toss", "Toss Coin") new GameAction("toss", "Toss Coin")
{ {
function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"]); }, function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], eventCaller.currentEntity["toggle"]); },
defaultLength = 7, defaultLength = 7,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", CoinToss.CoinVariation.Default, "Variation", "Special Coin Variations"),
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"), new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
} }
}, },
@ -130,6 +131,12 @@ namespace HeavenStudio.Games
public PlayerActionEvent coin; public PlayerActionEvent coin;
public enum CoinVariation
{
Default,
Cowbell,
}
private void Awake() private void Awake()
{ {
instance = this; instance = this;
@ -148,7 +155,7 @@ namespace HeavenStudio.Games
//nothing //nothing
} }
public void TossCoin(float beat, bool audienceReacting) public void TossCoin(float beat, int type, bool audienceReacting)
{ {
if (coin != null) return; if (coin != null) return;
@ -158,6 +165,23 @@ namespace HeavenStudio.Games
//Game state says the hand is throwing the coin //Game state says the hand is throwing the coin
isThrowing = true; isThrowing = true;
switch (type)
{
case (int) CoinToss.CoinVariation.Cowbell:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("coinToss/cowbell1", beat),
new MultiSound.Sound("coinToss/cowbell2", beat + 1f),
new MultiSound.Sound("coinToss/cowbell1", beat + 2f),
new MultiSound.Sound("coinToss/cowbell2", beat + 3f),
new MultiSound.Sound("coinToss/cowbell1", beat + 4f),
new MultiSound.Sound("coinToss/cowbell2", beat + 5f),
new MultiSound.Sound("coinToss/cowbell1", beat + 6f),
});
break;
default:
break;
}
this.audienceReacting = audienceReacting; this.audienceReacting = audienceReacting;
coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty); coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);

View file

@ -97,7 +97,8 @@ namespace HeavenStudio.Games
public GameEvent noBop = new GameEvent(); public GameEvent noBop = new GameEvent();
public GameEvent marching = new GameEvent(); public GameEvent marching = new GameEvent();
private int marchCount; private int marchOtherCount;
private int marchPlayerCount;
private int turnLength; private int turnLength;
public static MarchingOrders instance; public static MarchingOrders instance;
@ -139,8 +140,8 @@ namespace HeavenStudio.Games
{ {
if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length) if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length)
{ {
marchCount += 1; marchOtherCount += 1;
var marchAnim = (marchCount % 2 != 0 ? "MarchR" : "MarchL"); var marchAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1"); Jukebox.PlayOneShotGame("marchingOrders/step1");
Cadet1.DoScaledAnimationAsync(marchAnim, 0.5f); Cadet1.DoScaledAnimationAsync(marchAnim, 0.5f);
@ -184,7 +185,8 @@ namespace HeavenStudio.Games
public void SargeMarch(float beat) public void SargeMarch(float beat)
{ {
marchCount = 0; marchOtherCount = 0;
marchPlayerCount = 0;
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat), new MultiSound.Sound("marchingOrders/march1", beat),
@ -234,6 +236,7 @@ namespace HeavenStudio.Games
switch (type) switch (type)
{ {
case (int) MarchingOrders.DirectionFaceTurn.Left: case (int) MarchingOrders.DirectionFaceTurn.Left:
//ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty);
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat), new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f), new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),

View file

@ -1,9 +1,9 @@
ManifestFileVersion: 0 ManifestFileVersion: 0
CRC: 2049244877 CRC: 3145129048
Hashes: Hashes:
AssetFileHash: AssetFileHash:
serializedVersion: 2 serializedVersion: 2
Hash: 1e93b5f219a06063ba1cdb3ac24c80fe Hash: accf70966bae19a4dbcad02679a20b19
TypeTreeHash: TypeTreeHash:
serializedVersion: 2 serializedVersion: 2
Hash: 1341d321cd8444a4f78a51a8a0c6daff Hash: 1341d321cd8444a4f78a51a8a0c6daff
@ -40,13 +40,10 @@ Assets:
- Assets/Resources/Sprites/Games/CoinToss/Animations/Catch_success.anim - Assets/Resources/Sprites/Games/CoinToss/Animations/Catch_success.anim
- Assets/Resources/Sfx/games/coinToss/women_you.wav - Assets/Resources/Sfx/games/coinToss/women_you.wav
- Assets/Resources/Sprites/Games/CoinToss/Animations/Throw.anim - Assets/Resources/Sprites/Games/CoinToss/Animations/Throw.anim
- Assets/Resources/Sfx/games/coinToss/miss.wav
- Assets/Resources/Sprites/Games/CoinToss/Animations/Idle.anim - Assets/Resources/Sprites/Games/CoinToss/Animations/Idle.anim
- Assets/Resources/Games/coinToss.prefab - Assets/Resources/Games/coinToss.prefab
- Assets/Resources/Sfx/games/coinToss/applause.ogg
- Assets/Resources/Sfx/games/coinToss/throw.wav - Assets/Resources/Sfx/games/coinToss/throw.wav
- Assets/Resources/Sprites/Games/CoinToss/Animations/Pickup.anim - Assets/Resources/Sprites/Games/CoinToss/Animations/Pickup.anim
- Assets/Resources/Sfx/games/coinToss/disappointed.ogg
- Assets/Resources/Sfx/games/coinToss/catch.wav - Assets/Resources/Sfx/games/coinToss/catch.wav
- Assets/Resources/Sprites/Games/CoinToss/Animations/Catch_empty.anim - Assets/Resources/Sprites/Games/CoinToss/Animations/Catch_empty.anim
- Assets/Resources/Sprites/Games/CoinToss/sprsh_cointoss.png - Assets/Resources/Sprites/Games/CoinToss/sprsh_cointoss.png