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
This commit is contained in:
Amy54Desu 2022-12-05 21:50:50 -05:00
parent e534cda1ff
commit 2889e98ce5
19 changed files with 218 additions and 62 deletions

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@ -67238,7 +67238,6 @@ MonoBehaviour:
NoriHolderMania01: {fileID: 1719477137588232708}
NoriManiaInk00: {fileID: 2663523590501458685}
NoriManiaInk01: {fileID: 4222576282379005862}
HonkiBackground: {fileID: 0}
NoriMaterial: {fileID: 2100000, guid: b1a39ae83b8f3994ea5ea73e28b253a8, type: 2}
NoriColorsTengoku:
- {r: 0.13333334, g: 0.4, b: 1, a: 1}
@ -97349,6 +97348,7 @@ MonoBehaviour:
BGGradient: {fileID: 2790469215453043610}
BGBlood: {fileID: 5404947306895237780}
BGRadial: {fileID: 8238140095837895901}
BGHonki: {fileID: 8078510951812902189}
Wind: {fileID: 9003203273337395302}
SnowEffect: {fileID: 6887086164110906535}
SnowEffectGO: {fileID: 1216083719847348373}
@ -108643,7 +108643,7 @@ GameObject:
- component: {fileID: 8455187268343419869}
- component: {fileID: 3391052867871953747}
m_Layer: 0
m_Name: HonkiBackground
m_Name: BGhonki
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -108658,7 +108658,7 @@ Transform:
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@ -1,5 +1,5 @@
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@ -18,5 +18,5 @@ AudioImporter:
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@ -2,8 +2,8 @@ using System;
public static class AppInfo {
//--- AutoGenerated.begin
public const string Version = "0.0.1023";
public static readonly DateTime Date = new DateTime(2022, 12, 04, 05, 38, 21, 313, DateTimeKind.Utc);
public const string Version = "0.0.1024";
public static readonly DateTime Date = new DateTime(2022, 12, 05, 20, 58, 15, 925, DateTimeKind.Utc);
//--- AutoGenerated.end
}

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@ -0,0 +1,8 @@
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@ -74,7 +74,7 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("honki", "Serious Chance")
{
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Honki(e.beat, e.length, e["type"], e["toggle"], e["toggle2"], e["toggle3"]); },
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Honki(e.beat, e.length, e["type"], e["toggle"], e["toggle2"], e["toggle3"], e["toggle4"]); },
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
@ -82,7 +82,8 @@ namespace HeavenStudio.Games.Loaders
new Param("type", KarateMan.HonkiChanceType.OneObject, "Serious Chance Type", "Whether all objects, one object or no object is required for Serious Mode"),
new Param("toggle", false, "Deactivate Serious", "This deactivates Serious Mode"),
new Param("toggle2", false, "Miss can Lose", "This makes it so if you miss too many times, Serious Mode deactivates"),
new Param("toggle3", false, "Disable Sound", "Disables the 'GONG' sound when it activates")
new Param("toggle3", false, "Disable Sound", "Disables the 'GONG' sound when it activates"),
new Param("toggle4", false, "Alt Sound", "Play the alternate sound, used in transitions of Remix 8")
}
},
new GameAction("hitX", "Warnings")
@ -463,8 +464,8 @@ namespace HeavenStudio.Games
public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
public static bool NoriBreakSound = false; //the sound when punching an object with high nori, off by default
public static bool HighFlowPunch = false; //this determines if Joe always punches heavy with high flow, off by default cause it looks odd
public static bool HonkiMode = false;
public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
public bool HonkiMode { get { return Nori.MaxNori == 0; } }
public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
public Color[] LightBulbColors;
@ -523,8 +524,8 @@ namespace HeavenStudio.Games
SpriteRenderer bgBloodRenderer;
public GameObject BGRadial;
SpriteRenderer bgRadialRenderer;
public GameObject BGHonki;
SpriteRenderer bgGHonkiRenderer;
//public GameObject BGHonki;
//SpriteRenderer bgHonkiRenderer;
[Header("Shadows")]
static int currentShadowType = (int) ShadowType.Tinted;
@ -585,6 +586,7 @@ namespace HeavenStudio.Games
bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>();
bgRadialRenderer = BGRadial.GetComponent<SpriteRenderer>();
//bgHonkiRenderer = BGHonki.GetComponent<SpriteRenderer>();
SetBgEffectsToLast(cond.songPositionInBeats);
SetBgAndShadowCol(WantBgChangeStart, WantBgChangeLength, bgType, (int) currentShadowType, bgColour, customShadowColour, (int)currentBgEffect);
@ -733,16 +735,36 @@ namespace HeavenStudio.Games
cameraReturnLength = Mathf.Min(2f, length*0.5f);
}
public void Honki(float beat, float length, int type, bool deactivate, bool miss, bool noSound)
public void Honki(float beat, float length, int type, bool deactivate, bool miss, bool noSound, bool alt)
{
ActivateHonki(deactivate, noSound);
ActivateHonki(beat, deactivate, noSound, alt);
}
public void ActivateHonki(bool deactivate, bool noSound)
public void ActivateHonki(float beat, bool deactivate, bool noSound, bool alt)
{
if (!noSound)
{
if (alt)
Jukebox.PlayOneShotGame("karateman/gogoSwitch");
else
Jukebox.PlayOneShotGame("karateman/gogo");
}
if (!deactivate)
HonkiMode = true;
else
HonkiMode = false;
if (HonkiMode)
{
//BGHonki.SetActive(true);
BGGradient.SetActive(false);
BGBlood.SetActive(false);
BGRadial.SetActive(false);
Nori.SetNoriMode(beat, (int) KarateMan.NoriMode.None);
}
//else
//BGHonki.SetActive(false);
}
public void DoWord(float beat, int type, int voiceType, int language, bool pitch, int graphLength, int voiceDelay, bool fast)
{
@ -887,8 +909,7 @@ namespace HeavenStudio.Games
if (doSound)
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("karateman/hit", beat + beatOffset, pitch: pitch, offset: numOffset),
new MultiSound.Sound("karateman/one", beat + hitOffset, pitch: pitch),
new MultiSound.Sound("karateman/hit", beat + hitOffset, pitch: pitch, offset: numOffset)
}, forcePlay: true);
break;
case (int) HitThree.Clear:
@ -922,7 +943,7 @@ namespace HeavenStudio.Games
return 4f;
case (int) JoeFaceLength.Infinite:
return float.MaxValue;
case (int)JoeFaceLength.OneBeat:
case (int) JoeFaceLength.OneBeat:
return 1f;
default:
return 2f;

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@ -122,7 +122,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
{
if (noriMode == (int) KarateMan.NoriMode.None) return;
if (MaxNori <= 0) return;
if (KarateMan.instance.HonkiMode) return;
if (KarateMan.HonkiMode) return;
float oldNori = Nori;
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{
@ -153,7 +153,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
{
if (noriMode == (int) KarateMan.NoriMode.None) return;
if (MaxNori <= 0) return;
if (KarateMan.instance.HonkiMode) return;
if (KarateMan.HonkiMode) return;
float oldNori = Nori;
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{
@ -193,7 +193,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
{
if (noriMode == (int) KarateMan.NoriMode.None) return;
if (MaxNori <= 0) return;
if (KarateMan.instance.HonkiMode) return;
if (KarateMan.HonkiMode) return;
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{
if (Nori >= MaxNori)

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@ -105,6 +105,7 @@ namespace HeavenStudio.Games
private int marchOtherCount;
private int marchPlayerCount;
private int turnLength;
private float nextMarch;
private string fastTurn;
@ -127,6 +128,59 @@ namespace HeavenStudio.Games
instance = this;
}
public void LeftSuccess(PlayerActionEvent caller, float beat)
{
Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
}
public void GenericMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
}
public void LeftEmpty(PlayerActionEvent caller)
{
}
public void RightSuccess(PlayerActionEvent caller, float beat)
{
Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
}
public void RightEmpty(PlayerActionEvent caller)
{
}
public void MarchHit(PlayerActionEvent caller, float beat)
{
marchPlayerCount++;
Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync(marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
}
public void MarchEmpty(PlayerActionEvent caller)
{
}
public void HaltHit(PlayerActionEvent caller, float beat)
{
Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
}
public void HaltEmpty(PlayerActionEvent caller)
{
}
// Update is called once per frame
void Update()
{
@ -154,6 +208,7 @@ namespace HeavenStudio.Games
Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
ScheduleInput(cond.songPositionInBeats - 1f, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, MarchEmpty);
}
}
@ -163,12 +218,22 @@ namespace HeavenStudio.Games
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
marchPlayerCount += 1;
marchPlayerCount++;
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
}
if (PlayerInput.AltPressed() && !IsExpectingInputNow())
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
}
}
public void Bop(float beat, float length)
@ -206,7 +271,7 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 0.25f),
new MultiSound.Sound("marchingOrders/march3", beat + 0.45f),
new MultiSound.Sound("marchingOrders/march3", beat + 0.5f),
new MultiSound.Sound("marchingOrders/marchStart", beat + 1f),
}, forcePlay: true);
}
@ -242,6 +307,7 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/step1", beat + 1f),
}, forcePlay:true);
ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, HaltEmpty);
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
@ -269,10 +335,10 @@ namespace HeavenStudio.Games
switch (type)
{
case (int) MarchingOrders.DirectionFaceTurn.Left:
//ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty);
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, GenericMiss, LeftEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.5f),
new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.6f),
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay:true);
@ -285,9 +351,10 @@ namespace HeavenStudio.Games
});
break;
default:
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, GenericMiss, RightEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.5f),
new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.6f),
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay:true);
@ -313,7 +380,7 @@ namespace HeavenStudio.Games
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/attention1", beat),
new MultiSound.Sound("marchingOrders/attention2", beat + 1f),
new MultiSound.Sound("marchingOrders/attention2", beat + 0.5f),
}, forcePlay:true);
}
@ -321,8 +388,8 @@ namespace HeavenStudio.Games
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 0.125f),
new MultiSound.Sound("marchingOrders/march3", beat + 0.25f),
new MultiSound.Sound("marchingOrders/march2", beat + 0.25f),
new MultiSound.Sound("marchingOrders/march3", beat + 0.5f),
new MultiSound.Sound("marchingOrders/marchStart", beat + 1f),
}, forcePlay:true);
}

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@ -134,7 +134,7 @@ PlayerSettings:
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16:9: 1
Others: 1
bundleVersion: 0.0.1023
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