Marcher and Karateka
Karateka: More Honki adjustments, adding an alt sound, comment out the BG because render issues. Marcher: Begin input system, make turnAction and turnActionPlayer
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@ -67238,7 +67238,6 @@ MonoBehaviour:
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NoriHolderMania01: {fileID: 1719477137588232708}
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NoriManiaInk00: {fileID: 2663523590501458685}
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NoriManiaInk01: {fileID: 4222576282379005862}
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HonkiBackground: {fileID: 0}
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NoriMaterial: {fileID: 2100000, guid: b1a39ae83b8f3994ea5ea73e28b253a8, type: 2}
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NoriColorsTengoku:
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- {r: 0.13333334, g: 0.4, b: 1, a: 1}
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@ -97349,6 +97348,7 @@ MonoBehaviour:
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BGGradient: {fileID: 2790469215453043610}
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BGBlood: {fileID: 5404947306895237780}
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BGRadial: {fileID: 8238140095837895901}
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BGHonki: {fileID: 8078510951812902189}
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Wind: {fileID: 9003203273337395302}
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SnowEffect: {fileID: 6887086164110906535}
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SnowEffectGO: {fileID: 1216083719847348373}
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@ -108643,7 +108643,7 @@ GameObject:
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- component: {fileID: 8455187268343419869}
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- component: {fileID: 3391052867871953747}
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m_Layer: 0
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m_Name: HonkiBackground
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m_Name: BGhonki
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -108658,7 +108658,7 @@ Transform:
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m_GameObject: {fileID: 8078510951812902189}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 0.3116809, y: 0.31249827, z: 1}
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m_Children: []
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m_Father: {fileID: 1483789816297415762}
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m_RootOrder: 7
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BIN
Assets/Resources/Sfx/games/marchingOrders/turnActionPlayer.wav
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BIN
Assets/Resources/Sfx/games/marchingOrders/turnActionPlayer.wav
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: a309c402deb4cec409b80f448812886f
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guid: bb8ffdc11d648d043a48921580cbf019
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AudioImporter:
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externalObjects: {}
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serializedVersion: 6
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@ -18,5 +18,5 @@ AudioImporter:
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ambisonic: 0
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3D: 1
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userData:
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assetBundleName: agbmarcher/common
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assetBundleName:
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assetBundleVariant:
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8
Assets/Resources/Sprites/Games/CheerReaders.meta
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8
Assets/Resources/Sprites/Games/CheerReaders.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 133a592fa7f0ca848b3cbc2f269f1045
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -2,8 +2,8 @@ using System;
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public static class AppInfo {
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//--- AutoGenerated.begin
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public const string Version = "0.0.1023";
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public static readonly DateTime Date = new DateTime(2022, 12, 04, 05, 38, 21, 313, DateTimeKind.Utc);
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public const string Version = "0.0.1024";
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public static readonly DateTime Date = new DateTime(2022, 12, 05, 20, 58, 15, 925, DateTimeKind.Utc);
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//--- AutoGenerated.end
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}
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8
Assets/Scripts/Games/CheerReaders.meta
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8
Assets/Scripts/Games/CheerReaders.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 777ced33f5ad354428f7fb14b608ca4b
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -74,7 +74,7 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("honki", "Serious Chance")
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{
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function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Honki(e.beat, e.length, e["type"], e["toggle"], e["toggle2"], e["toggle3"]); },
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function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Honki(e.beat, e.length, e["type"], e["toggle"], e["toggle2"], e["toggle3"], e["toggle4"]); },
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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@ -82,7 +82,8 @@ namespace HeavenStudio.Games.Loaders
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new Param("type", KarateMan.HonkiChanceType.OneObject, "Serious Chance Type", "Whether all objects, one object or no object is required for Serious Mode"),
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new Param("toggle", false, "Deactivate Serious", "This deactivates Serious Mode"),
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new Param("toggle2", false, "Miss can Lose", "This makes it so if you miss too many times, Serious Mode deactivates"),
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new Param("toggle3", false, "Disable Sound", "Disables the 'GONG' sound when it activates")
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new Param("toggle3", false, "Disable Sound", "Disables the 'GONG' sound when it activates"),
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new Param("toggle4", false, "Alt Sound", "Play the alternate sound, used in transitions of Remix 8")
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}
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},
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new GameAction("hitX", "Warnings")
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@ -463,8 +464,8 @@ namespace HeavenStudio.Games
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public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
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public static bool NoriBreakSound = false; //the sound when punching an object with high nori, off by default
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public static bool HighFlowPunch = false; //this determines if Joe always punches heavy with high flow, off by default cause it looks odd
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public static bool HonkiMode = false;
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public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
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public bool HonkiMode { get { return Nori.MaxNori == 0; } }
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public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
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public Color[] LightBulbColors;
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@ -523,8 +524,8 @@ namespace HeavenStudio.Games
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SpriteRenderer bgBloodRenderer;
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public GameObject BGRadial;
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SpriteRenderer bgRadialRenderer;
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public GameObject BGHonki;
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SpriteRenderer bgGHonkiRenderer;
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//public GameObject BGHonki;
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//SpriteRenderer bgHonkiRenderer;
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[Header("Shadows")]
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static int currentShadowType = (int) ShadowType.Tinted;
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@ -585,6 +586,7 @@ namespace HeavenStudio.Games
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bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
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bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>();
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bgRadialRenderer = BGRadial.GetComponent<SpriteRenderer>();
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//bgHonkiRenderer = BGHonki.GetComponent<SpriteRenderer>();
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SetBgEffectsToLast(cond.songPositionInBeats);
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SetBgAndShadowCol(WantBgChangeStart, WantBgChangeLength, bgType, (int) currentShadowType, bgColour, customShadowColour, (int)currentBgEffect);
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@ -733,16 +735,36 @@ namespace HeavenStudio.Games
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cameraReturnLength = Mathf.Min(2f, length*0.5f);
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}
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public void Honki(float beat, float length, int type, bool deactivate, bool miss, bool noSound)
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public void Honki(float beat, float length, int type, bool deactivate, bool miss, bool noSound, bool alt)
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{
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ActivateHonki(deactivate, noSound);
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ActivateHonki(beat, deactivate, noSound, alt);
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}
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public void ActivateHonki(bool deactivate, bool noSound)
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public void ActivateHonki(float beat, bool deactivate, bool noSound, bool alt)
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{
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if (!noSound)
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{
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if (alt)
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Jukebox.PlayOneShotGame("karateman/gogoSwitch");
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else
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Jukebox.PlayOneShotGame("karateman/gogo");
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}
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if (!deactivate)
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HonkiMode = true;
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else
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HonkiMode = false;
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if (HonkiMode)
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{
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//BGHonki.SetActive(true);
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BGGradient.SetActive(false);
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BGBlood.SetActive(false);
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BGRadial.SetActive(false);
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Nori.SetNoriMode(beat, (int) KarateMan.NoriMode.None);
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}
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//else
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//BGHonki.SetActive(false);
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}
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public void DoWord(float beat, int type, int voiceType, int language, bool pitch, int graphLength, int voiceDelay, bool fast)
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{
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@ -887,8 +909,7 @@ namespace HeavenStudio.Games
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if (doSound)
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("karateman/hit", beat + beatOffset, pitch: pitch, offset: numOffset),
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new MultiSound.Sound("karateman/one", beat + hitOffset, pitch: pitch),
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new MultiSound.Sound("karateman/hit", beat + hitOffset, pitch: pitch, offset: numOffset)
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}, forcePlay: true);
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break;
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case (int) HitThree.Clear:
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@ -122,7 +122,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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{
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if (noriMode == (int) KarateMan.NoriMode.None) return;
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if (MaxNori <= 0) return;
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if (KarateMan.instance.HonkiMode) return;
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if (KarateMan.HonkiMode) return;
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float oldNori = Nori;
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if (noriMode == (int) KarateMan.NoriMode.Tengoku)
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{
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@ -153,7 +153,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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{
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if (noriMode == (int) KarateMan.NoriMode.None) return;
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if (MaxNori <= 0) return;
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if (KarateMan.instance.HonkiMode) return;
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if (KarateMan.HonkiMode) return;
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float oldNori = Nori;
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if (noriMode == (int) KarateMan.NoriMode.Tengoku)
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{
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@ -193,7 +193,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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{
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if (noriMode == (int) KarateMan.NoriMode.None) return;
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if (MaxNori <= 0) return;
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if (KarateMan.instance.HonkiMode) return;
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if (KarateMan.HonkiMode) return;
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if (noriMode == (int) KarateMan.NoriMode.Tengoku)
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{
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if (Nori >= MaxNori)
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@ -105,6 +105,7 @@ namespace HeavenStudio.Games
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private int marchOtherCount;
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private int marchPlayerCount;
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private int turnLength;
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private float nextMarch;
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private string fastTurn;
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@ -127,6 +128,59 @@ namespace HeavenStudio.Games
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instance = this;
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}
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public void LeftSuccess(PlayerActionEvent caller, float beat)
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{
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Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
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CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
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}
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public void GenericMiss(PlayerActionEvent caller)
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{
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Jukebox.PlayOneShot("miss");
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Sarge.DoScaledAnimationAsync("Anger", 0.5f);
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Steam.DoScaledAnimationAsync("Steam", 0.5f);
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}
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public void LeftEmpty(PlayerActionEvent caller)
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{
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}
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public void RightSuccess(PlayerActionEvent caller, float beat)
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{
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Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
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CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
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}
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public void RightEmpty(PlayerActionEvent caller)
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{
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}
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public void MarchHit(PlayerActionEvent caller, float beat)
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{
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marchPlayerCount++;
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Jukebox.PlayOneShotGame("marchingOrders/step1");
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CadetPlayer.DoScaledAnimationAsync(marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
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}
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public void MarchEmpty(PlayerActionEvent caller)
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{
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}
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public void HaltHit(PlayerActionEvent caller, float beat)
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{
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Jukebox.PlayOneShotGame("marchingOrders/step1");
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CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
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}
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public void HaltEmpty(PlayerActionEvent caller)
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{
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}
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// Update is called once per frame
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void Update()
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{
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Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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ScheduleInput(cond.songPositionInBeats - 1f, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, MarchEmpty);
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}
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}
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Sarge.DoScaledAnimationAsync("Anger", 0.5f);
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Steam.DoScaledAnimationAsync("Steam", 0.5f);
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marchPlayerCount += 1;
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marchPlayerCount++;
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var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
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Jukebox.PlayOneShotGame("marchingOrders/step1");
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CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
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}
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if (PlayerInput.AltPressed() && !IsExpectingInputNow())
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{
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Jukebox.PlayOneShot("miss");
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Sarge.DoScaledAnimationAsync("Anger", 0.5f);
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Steam.DoScaledAnimationAsync("Steam", 0.5f);
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Jukebox.PlayOneShotGame("marchingOrders/step1");
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CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
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}
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}
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public void Bop(float beat, float length)
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/march1", beat),
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new MultiSound.Sound("marchingOrders/march2", beat + 0.25f),
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new MultiSound.Sound("marchingOrders/march3", beat + 0.45f),
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new MultiSound.Sound("marchingOrders/march3", beat + 0.5f),
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new MultiSound.Sound("marchingOrders/marchStart", beat + 1f),
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}, forcePlay: true);
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}
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@ -242,6 +307,7 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("marchingOrders/step1", beat + 1f),
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}, forcePlay:true);
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ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, HaltEmpty);
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
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@ -269,10 +335,10 @@ namespace HeavenStudio.Games
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switch (type)
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{
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case (int) MarchingOrders.DirectionFaceTurn.Left:
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//ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty);
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ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, GenericMiss, LeftEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat),
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new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.5f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.6f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
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}, forcePlay:true);
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@ -285,9 +351,10 @@ namespace HeavenStudio.Games
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});
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break;
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default:
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ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, GenericMiss, RightEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat),
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new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.5f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.6f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
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}, forcePlay:true);
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@ -313,7 +380,7 @@ namespace HeavenStudio.Games
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/attention1", beat),
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new MultiSound.Sound("marchingOrders/attention2", beat + 1f),
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new MultiSound.Sound("marchingOrders/attention2", beat + 0.5f),
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}, forcePlay:true);
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}
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@ -321,8 +388,8 @@ namespace HeavenStudio.Games
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/march1", beat),
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new MultiSound.Sound("marchingOrders/march2", beat + 0.125f),
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new MultiSound.Sound("marchingOrders/march3", beat + 0.25f),
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new MultiSound.Sound("marchingOrders/march2", beat + 0.25f),
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new MultiSound.Sound("marchingOrders/march3", beat + 0.5f),
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new MultiSound.Sound("marchingOrders/marchStart", beat + 1f),
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}, forcePlay:true);
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}
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AssetBundleManifest:
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AssetBundleInfos:
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Info_0:
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ManifestFileVersion: 0
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CRC: 1303085020
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CRC: 3867002113
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Hashes:
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AssetFileHash:
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serializedVersion: 2
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File diff suppressed because one or more lines are too long
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16:10: 1
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16:9: 1
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Others: 1
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bundleVersion: 0.0.1023
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bundleVersion: 0.0.1024
|
||||
preloadedAssets: []
|
||||
metroInputSource: 0
|
||||
wsaTransparentSwapchain: 0
|
||||
|
@ -156,11 +156,11 @@ PlayerSettings:
|
|||
applicationIdentifier:
|
||||
Standalone: com.Megaminerzero.HeavenStudio
|
||||
buildNumber:
|
||||
Standalone: 1023
|
||||
Standalone: 1024
|
||||
iPhone: 0
|
||||
tvOS: 0
|
||||
overrideDefaultApplicationIdentifier: 0
|
||||
AndroidBundleVersionCode: 1023
|
||||
AndroidBundleVersionCode: 1024
|
||||
AndroidMinSdkVersion: 19
|
||||
AndroidTargetSdkVersion: 0
|
||||
AndroidPreferredInstallLocation: 1
|
||||
|
|
Loading…
Reference in a new issue