update to new systems

This commit is contained in:
minenice55 2024-01-28 00:56:20 -05:00
parent d75cef04be
commit 297e7a668f
14 changed files with 528 additions and 53 deletions

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@ -4,6 +4,7 @@ using UnityEngine;
using HeavenStudio.Util; using HeavenStudio.Util;
using Jukebox; using Jukebox;
using System; using System;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games.Loaders
{ {
@ -167,6 +168,52 @@ namespace HeavenStudio.Games
[NonSerialized] public int requiredJumps; [NonSerialized] public int requiredJumps;
[NonSerialized] public int requiredJumpsP; [NonSerialized] public int requiredJumpsP;
const int IAAltDownCat = IAMAXCAT;
const int IAAltUpCat = IAMAXCAT + 1;
protected static bool IA_PadAltDown(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltDown(out double dt)
{
return PlayerInput.GetSqueezeDown(out dt);
}
protected static bool IA_TouchAltDown(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& instance.IsExpectingInputNow(InputAction_AltDown);
}
protected static bool IA_PadAltUp(out double dt)
{
return PlayerInput.GetPadUp(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltUp(out double dt)
{
return PlayerInput.GetSqueezeUp(out dt);
}
protected static bool IA_TouchAltUp(out double dt)
{
return PlayerInput.GetFlick(out dt)
&& instance.IsExpectingInputNow(InputAction_AltUp);
}
protected static bool IA_EmptyTouchUp(out double dt)
{
return PlayerInput.GetTouchUp(InputController.ActionsTouch.Tap, out dt) && !PlayerInput.GetFlick(out _);
}
public static PlayerInput.InputAction InputAction_AltDown =
new("KarateAltDown", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
IA_PadAltDown, IA_TouchAltDown, IA_BatonAltDown);
public static PlayerInput.InputAction InputAction_AltUp =
new("KarateAltUp", new int[] { IAAltUpCat, IAAltUpCat, IAAltUpCat },
IA_PadAltUp, IA_TouchAltUp, IA_BatonAltUp);
public static PlayerInput.InputAction InputAction_TouchUp =
new("KarateAltUp", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
IA_PadAltUp, IA_EmptyTouchUp, IA_BatonAltUp);
new void OnDrawGizmos() new void OnDrawGizmos()
{ {
base.OnDrawGizmos(); base.OnDrawGizmos();
@ -251,7 +298,7 @@ namespace HeavenStudio.Games
starHandler.Evolve(starAmount); starHandler.Evolve(starAmount);
})); }));
} }
BeatAction.New(instance.gameObject, actions); BeatAction.New(this, actions);
} }
public bool FishOnBeat(double beat) public bool FishOnBeat(double beat)
@ -596,7 +643,7 @@ namespace HeavenStudio.Games
{ {
if (countInLength == 8) if (countInLength == 8)
{ {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(countInBeat, delegate { playYan.PopBalloon(0, beat > countInBeat); }), new BeatAction.Action(countInBeat, delegate { playYan.PopBalloon(0, beat > countInBeat); }),
new BeatAction.Action(countInBeat + 2, delegate { playYan.PopBalloon(1, beat > countInBeat + 2); }), new BeatAction.Action(countInBeat + 2, delegate { playYan.PopBalloon(1, beat > countInBeat + 2); }),
@ -611,7 +658,7 @@ namespace HeavenStudio.Games
{ {
playYan.PopBalloon(0, true); playYan.PopBalloon(0, true);
playYan.PopBalloon(1, true); playYan.PopBalloon(1, true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(countInBeat, delegate { playYan.PopBalloon(2, beat > countInBeat); }), new BeatAction.Action(countInBeat, delegate { playYan.PopBalloon(2, beat > countInBeat); }),
new BeatAction.Action(countInBeat + 1, delegate { playYan.PopBalloon(3, beat > countInBeat + 1); }), new BeatAction.Action(countInBeat + 1, delegate { playYan.PopBalloon(3, beat > countInBeat + 1); }),

View file

@ -96,10 +96,10 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
{ {
if (game.ShouldNotJumpOnBeat(endBeat) || isFish) if (game.ShouldNotJumpOnBeat(endBeat) || isFish)
{ {
inputEvent = game.ScheduleUserInput(startBeat, endBeat - startBeat, InputType.STANDARD_ALT_DOWN, JustRollHold, RollMissHold, Empty); inputEvent = game.ScheduleUserInput(startBeat, endBeat - startBeat, AgbNightWalk.InputAction_AltDown, JustRollHold, RollMissHold, Empty);
if (nextPlatformIsSameHeight && !isFinalBlock && !isEndEvent) if (nextPlatformIsSameHeight && !isFinalBlock && !isEndEvent)
{ {
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(endBeat, delegate new BeatAction.Action(endBeat, delegate
{ {
@ -129,7 +129,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
} }
else else
{ {
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(endBeat + 0.5, delegate new BeatAction.Action(endBeat + 0.5, delegate
{ {
@ -148,10 +148,10 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
} }
else else
{ {
inputEvent = game.ScheduleInput(startBeat, endBeat - startBeat, InputType.STANDARD_ALT_DOWN, JustRollHold, RollMissHold, Empty); inputEvent = game.ScheduleInput(startBeat, endBeat - startBeat, AgbNightWalk.InputAction_AltDown, JustRollHold, RollMissHold, Empty);
} }
canKick = true; canKick = true;
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(endBeat, delegate new BeatAction.Action(endBeat, delegate
{ {
@ -168,7 +168,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
if (nextPlatformIsSameHeight && !isEndEvent) if (nextPlatformIsSameHeight && !isEndEvent)
{ {
canKickRelease = true; canKickRelease = true;
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(endBeat + 0.5, delegate new BeatAction.Action(endBeat + 0.5, delegate
{ {
@ -211,10 +211,10 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
{ {
if (game.ShouldNotJumpOnBeat(endBeat) || isFish) if (game.ShouldNotJumpOnBeat(endBeat) || isFish)
{ {
inputEvent = AgbNightWalk.instance.ScheduleUserInput(startBeat, endBeat - startBeat, InputType.STANDARD_DOWN, isEndEvent ? JustEnd : Just, Miss, Empty); inputEvent = AgbNightWalk.instance.ScheduleUserInput(startBeat, endBeat - startBeat, Minigame.InputAction_BasicPress, isEndEvent ? JustEnd : Just, Miss, Empty);
if (nextPlatformIsSameHeight && !isFinalBlock) if (nextPlatformIsSameHeight && !isFinalBlock)
{ {
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(endBeat, delegate new BeatAction.Action(endBeat, delegate
{ {
@ -235,7 +235,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
} }
else else
{ {
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(endBeat, delegate new BeatAction.Action(endBeat, delegate
{ {
@ -254,12 +254,12 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
} }
else if (!isFish) else if (!isFish)
{ {
inputEvent = AgbNightWalk.instance.ScheduleInput(startBeat, endBeat - startBeat, InputType.STANDARD_DOWN, isEndEvent ? JustEnd : Just, Miss, Empty); inputEvent = AgbNightWalk.instance.ScheduleInput(startBeat, endBeat - startBeat, Minigame.InputAction_BasicPress, isEndEvent ? JustEnd : Just, Miss, Empty);
} }
if (nextPlatformIsSameHeight && !isEndEvent) if (nextPlatformIsSameHeight && !isEndEvent)
{ {
canKick = true; canKick = true;
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(endBeat, delegate new BeatAction.Action(endBeat, delegate
{ {
@ -356,11 +356,11 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
if (caller.noAutoplay) if (caller.noAutoplay)
{ {
releaseEvent = game.ScheduleUserInput(startBeat, endBeat - startBeat + 0.5, InputType.STANDARD_ALT_UP, JustRollRelease, RollMissRelease, Empty); releaseEvent = game.ScheduleUserInput(startBeat, endBeat - startBeat + 0.5, AgbNightWalk.InputAction_AltUp, JustRollRelease, RollMissRelease, Empty);
} }
else else
{ {
releaseEvent = game.ScheduleInput(startBeat, endBeat - startBeat + 0.5, InputType.STANDARD_ALT_UP, JustRollRelease, RollMissRelease, Empty); releaseEvent = game.ScheduleInput(startBeat, endBeat - startBeat + 0.5, AgbNightWalk.InputAction_AltUp, JustRollRelease, RollMissRelease, Empty);
} }
if (state >= 1f || state <= -1f) if (state >= 1f || state <= -1f)
@ -388,7 +388,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
handler.DevolveAll(); handler.DevolveAll();
if (isFish) if (isFish)
{ {
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + 1, delegate new BeatAction.Action(beat + 1, delegate
{ {
@ -414,7 +414,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
fish.DoScaledAnimationAsync("Shock", 0.5f); fish.DoScaledAnimationAsync("Shock", 0.5f);
handler.StopAll(); handler.StopAll();
handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat + 6); handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat + 6);
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(caller.timer + caller.startBeat + 4, delegate new BeatAction.Action(caller.timer + caller.startBeat + 4, delegate
{ {
@ -427,8 +427,8 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
{ {
game.playYan.HighJump(beat, true, state >= 1f || state <= -1f); game.playYan.HighJump(beat, true, state >= 1f || state <= -1f);
handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat); handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat);
double missTime = 1.5 - Conductor.instance.SecsToBeats(Minigame.earlyTime, Conductor.instance.GetBpmAtBeat(beat)); double missTime = 1.5 - Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat));
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + missTime, delegate new BeatAction.Action(beat + missTime, delegate
{ {
@ -452,7 +452,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
fish.DoScaledAnimationAsync("Shock", 0.5f); fish.DoScaledAnimationAsync("Shock", 0.5f);
handler.StopAll(); handler.StopAll();
handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat + 6); handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat + 6);
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(caller.timer + caller.startBeat + 4, delegate new BeatAction.Action(caller.timer + caller.startBeat + 4, delegate
{ {
@ -464,8 +464,8 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
else if (isFinalBlock) else if (isFinalBlock)
{ {
handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat); handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat);
double missTime2 = 1.5 - Conductor.instance.SecsToBeats(Minigame.earlyTime, Conductor.instance.GetBpmAtBeat(beat)); double missTime2 = 1.5 - Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat));
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + missTime2, delegate new BeatAction.Action(beat + missTime2, delegate
{ {
@ -492,16 +492,16 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
{ {
if (caller.noAutoplay) if (caller.noAutoplay)
{ {
releaseEvent = game.ScheduleUserInput(startBeat, endBeat - startBeat + 0.5, InputType.STANDARD_ALT_UP, JustRollRelease, RollMissRelease, Empty); releaseEvent = game.ScheduleUserInput(startBeat, endBeat - startBeat + 0.5, AgbNightWalk.InputAction_AltUp, JustRollRelease, RollMissRelease, Empty);
} }
else else
{ {
releaseEvent = game.ScheduleInput(startBeat, endBeat - startBeat + 0.5, InputType.STANDARD_ALT_UP, JustRollRelease, RollMissRelease, Empty); releaseEvent = game.ScheduleInput(startBeat, endBeat - startBeat + 0.5, AgbNightWalk.InputAction_AltUp, JustRollRelease, RollMissRelease, Empty);
} }
releaseEvent.canHit = false; releaseEvent.canHit = false;
game.playYan.Walk(); game.playYan.Walk();
SoundByte.PlayOneShotGame("nightWalkAgb/open" + (int)type, caller.timer + caller.startBeat + 0.5); SoundByte.PlayOneShotGame("nightWalkAgb/open" + (int)type, caller.timer + caller.startBeat + 0.5);
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(caller.timer + caller.startBeat + 0.5, delegate { anim.DoScaledAnimationAsync("Note", 0.5f); }) new BeatAction.Action(caller.timer + caller.startBeat + 0.5, delegate { anim.DoScaledAnimationAsync("Note", 0.5f); })
}); });
@ -513,7 +513,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
{ {
game.playYan.Walk(); game.playYan.Walk();
SoundByte.PlayOneShotGame("nightWalkAgb/open" + (int)type, caller.timer + caller.startBeat + 0.5); SoundByte.PlayOneShotGame("nightWalkAgb/open" + (int)type, caller.timer + caller.startBeat + 0.5);
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(caller.timer + caller.startBeat + 0.5, delegate { rollPlatform.DoScaledAnimationAsync("Note", 0.5f); }) new BeatAction.Action(caller.timer + caller.startBeat + 0.5, delegate { rollPlatform.DoScaledAnimationAsync("Note", 0.5f); })
}); });
@ -537,7 +537,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
game.playYan.Jump(beat, isFinalBlock); game.playYan.Jump(beat, isFinalBlock);
if (isFish) if (isFish)
{ {
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + 0.5, delegate new BeatAction.Action(beat + 0.5, delegate
{ {
@ -557,8 +557,8 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
else if (isFinalBlock) else if (isFinalBlock)
{ {
handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat); handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat);
double missTime = 1 - Conductor.instance.SecsToBeats(Minigame.earlyTime, Conductor.instance.GetBpmAtBeat(beat)); double missTime = 1 - Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat));
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + missTime, delegate new BeatAction.Action(beat + missTime, delegate
{ {
@ -616,7 +616,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
handler.DevolveAll(); handler.DevolveAll();
if (isFish) if (isFish)
{ {
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + 0.5, delegate new BeatAction.Action(beat + 0.5, delegate
{ {
@ -645,7 +645,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
{ {
game.playYan.Walk(); game.playYan.Walk();
SoundByte.PlayOneShotGame("nightWalkAgb/open" + (int)type, caller.timer + caller.startBeat + 0.5); SoundByte.PlayOneShotGame("nightWalkAgb/open" + (int)type, caller.timer + caller.startBeat + 0.5);
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(this, new List<BeatAction.Action>()
{ {
new BeatAction.Action(caller.timer + caller.startBeat + 0.5, delegate { anim.DoScaledAnimationAsync("Note", 0.5f); }) new BeatAction.Action(caller.timer + caller.startBeat + 0.5, delegate { anim.DoScaledAnimationAsync("Note", 0.5f); })
}); });

View file

@ -122,7 +122,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
currentPlatformToDdestroy.Disappear(fallBeat); currentPlatformToDdestroy.Disappear(fallBeat);
})); }));
} }
BeatAction.New(gameObject, actions); BeatAction.New(this, actions);
} }
public void RaiseHeight(double beat, int lastUnits, int currentUnits) public void RaiseHeight(double beat, int lastUnits, int currentUnits)

View file

@ -82,7 +82,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
case JumpingState.Walking: case JumpingState.Walking:
transform.localPosition = Vector3.zero; transform.localPosition = Vector3.zero;
anim.DoScaledAnimation("Walk", walkBeat, 0.5f, 0.35f); anim.DoScaledAnimation("Walk", walkBeat, 0.5f, 0.35f);
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) if (PlayerInput.GetIsAction(Minigame.InputAction_BasicPress) && !game.IsExpectingInputNow(Minigame.InputAction_BasicPress))
{ {
Whiff(cond.songPositionInBeatsAsDouble); Whiff(cond.songPositionInBeatsAsDouble);
} }
@ -183,7 +183,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
jumpBeat = beat; jumpBeat = beat;
anim.Play("Jump", 0, 0); anim.Play("Jump", 0, 0);
spriteTrans.localEulerAngles = Vector3.zero; spriteTrans.localEulerAngles = Vector3.zero;
jumpPath.positions[0].duration = 1 - (float)Conductor.instance.SecsToBeats(Minigame.earlyTime, Conductor.instance.GetBpmAtBeat(jumpBeat)); jumpPath.positions[0].duration = 1 - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(jumpBeat));
Update(); Update();
} }
@ -193,7 +193,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
jumpBeat = beat; jumpBeat = beat;
anim.DoScaledAnimationAsync("HighJump", 0.5f); anim.DoScaledAnimationAsync("HighJump", 0.5f);
spriteTrans.localEulerAngles = Vector3.zero; spriteTrans.localEulerAngles = Vector3.zero;
highJumpPath.positions[0].duration = 1.5f - (float)Conductor.instance.SecsToBeats(Minigame.earlyTime, Conductor.instance.GetBpmAtBeat(jumpBeat)); highJumpPath.positions[0].duration = 1.5f - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(jumpBeat));
highJumpPath.positions[0].height = barely ? 3.5f : 4.5f; highJumpPath.positions[0].height = barely ? 3.5f : 4.5f;
Update(); Update();
} }

View file

@ -3,21 +3,21 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using HeavenStudio.Util; using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders // namespace HeavenStudio.Games.Loaders
{ // {
using static Minigames; // using static Minigames;
public static class RvlNightWalkLoader // public static class RvlNightWalkLoader
{ // {
public static Minigame AddGame(EventCaller eventCaller) // public static Minigame AddGame(EventCaller eventCaller)
{ // {
return new Minigame("nightWalkRvl", "Night Walk (Wii)", "FFFFFF", false, false, new List<GameAction>() // return new Minigame("nightWalkRvl", "Night Walk (Wii)", "FFFFFF", false, false, new List<GameAction>()
{ // {
}); // });
} // }
} // }
} // }
namespace HeavenStudio.Games namespace HeavenStudio.Games
{ {

View file

@ -310,6 +310,17 @@ namespace HeavenStudio
Debug.LogWarning("Game loader ntrMunchyMonkLoader failed!"); Debug.LogWarning("Game loader ntrMunchyMonkLoader failed!");
} }
Debug.Log("Running game loader AgbNightWalkLoader");
game = AgbNightWalkLoader.AddGame(eventCaller);
if (game != null)
{
eventCaller.minigames.Add(game.name, game);
}
else
{
Debug.LogWarning("Game loader AgbNightWalkLoader failed!");
}
Debug.Log("Running game loader NtrOctopusMachineLoader"); Debug.Log("Running game loader NtrOctopusMachineLoader");
game = NtrOctopusMachineLoader.AddGame(eventCaller); game = NtrOctopusMachineLoader.AddGame(eventCaller);
if (game != null) if (game != null)
@ -530,6 +541,17 @@ namespace HeavenStudio
Debug.LogWarning("Game loader AgbTossBoysLoader failed!"); Debug.LogWarning("Game loader AgbTossBoysLoader failed!");
} }
Debug.Log("Running game loader TotemClimbLoader");
game = TotemClimbLoader.AddGame(eventCaller);
if (game != null)
{
eventCaller.minigames.Add(game.name, game);
}
else
{
Debug.LogWarning("Game loader TotemClimbLoader failed!");
}
Debug.Log("Running game loader AgbTramLoader"); Debug.Log("Running game loader AgbTramLoader");
game = AgbTramLoader.AddGame(eventCaller); game = AgbTramLoader.AddGame(eventCaller);
if (game != null) if (game != null)

View file

@ -58,5 +58,228 @@ MonoBehaviour:
- Assets/Scripts/Games/PlayerActionEvent.cs - Assets/Scripts/Games/PlayerActionEvent.cs
- Assets/Scripts/Games/KarateMan/KarateManPot.cs - Assets/Scripts/Games/KarateMan/KarateManPot.cs
- Assets/Scripts/Games/DJSchool/DJSchool.cs - Assets/Scripts/Games/DJSchool/DJSchool.cs
- Assets/Scripts/LevelEditor/Commands/TestCommand.cs
- Assets/Scripts/Games/ClappyTrio/ClappyTrioPlayer.cs
- Assets/Scripts/Games/GleeClub/GleeClub.cs
- Assets/Scripts/Games/DoubleDate/Basketball.cs
- Assets/Scripts/Games/TotemClimb/TCBackgroundManager.cs
- Assets/Scripts/Games/Spaceball/SpaceballBall.cs
- Assets/Scripts/Games/QuizShow/QuizShow.cs
- Assets/Scripts/InputSystem/ControllerTypes/InputJoyshock.cs
- Assets/Scripts/Games/TotemClimb/TCEndTotem.cs
- Assets/Editor/BuildScript.cs
- Assets/Scripts/LevelEditor/Selections.cs
- Assets/Scripts/Games/NightWalkRvl/RvlNightWalk.cs
- Assets/Plugins/Starpelly/Math.cs
- Assets/Scripts/Games/GleeClub/ChorusKid.cs
- Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs
- Assets/Scripts/LevelEditor/Timeline/TimelineZoom.cs
- Assets/Scripts/Games/CheerReaders/RvlCharacter.cs
- Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs
- Assets/Scripts/Games/CatchyTune/CatchyTune.cs
- Assets/GUIWindows/Scripts/GUIWindow.cs
- Assets/Scripts/Games/AirRally/CloudsManager.cs
- Assets/Scripts/Games/DogNinja/ThrowObject.cs
- Assets/Scripts/Games/RhythmTweezers/Hair.cs
- Assets/Scripts/Games/Rockers/RockersInput.cs
- Assets/Scripts/UI/Overlays/GoForAPerfect.cs
- Assets/Scripts/Games/SpaceSoccer/Ball.cs
- Assets/Scripts/Games/TossBoys/TossKid.cs
- Assets/Scripts/Games/CropStomp/Farmer.cs
- Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs
- Assets/Scripts/UI/LeftClickTMP_Dropdown.cs
- Assets/Scripts/Games/RhythmTweezers/NoPeekingSign.cs
- Assets/Scripts/Games/Fireworks/FireworksBomb.cs
- Assets/Scripts/Transform/ScaleByVelocity.cs
- Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs
- Assets/Scripts/Games/Global/Textbox.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/ImageChartResourcePrefab.cs
- Assets/Scripts/Games/CropStomp/Veggie.cs
- Assets/Scripts/OpeningManager.cs
- Assets/Scripts/Games/BlueBear/BlueBear.cs
- Assets/Scripts/Games/DoubleDate/Football.cs
- Assets/Plugins/JoyShockLibrary/JoyShockLibrary.cs
- Assets/Scripts/StretchCameraVFX.cs
- Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs
- Assets/Scripts/Games/TapTrial/TapTrial.cs
- Assets/Scripts/Games/AirRally/RvlIsland.cs
- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/StringPropertyPrefab.cs
- Assets/Scripts/Games/DoubleDate/DoubleDateWeasels.cs
- Assets/Scripts/Games/Rockers/RockersRocker.cs
- Assets/Scripts/Games/TapTroupe/TapTroupe.cs
- Assets/Scripts/Games/TotemClimb/TCTotem.cs
- Assets/Scripts/LevelEditor/Timeline/BlockDeleteFX.cs
- Assets/Scripts/UI/Overlays/SectionMedalsManager.cs
- Assets/Scripts/Games/AirRally/IslandsManager.cs
- Assets/Scripts/Games/CallAndResponseHandler.cs
- Assets/Scripts/Games/RhythmTweezers/LongHair.cs
- Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs
- Assets/Scripts/Games/ForkLifter/Pea.cs
- Assets/Scripts/LevelEditor/WaveformVisual.cs
- Assets/Scripts/Games/CatchyTune/Fruit.cs
- Assets/Scripts/Games/FanClub/NtrIdolFan.cs
- Assets/Scripts/Games/PajamaParty/PajamaParty.cs
- Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs
- Assets/Scripts/LevelEditor/Commands/Block.cs
- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/ColorPropertyPrefab.cs
- Assets/Scripts/Games/LaunchParty/LaunchParty.cs
- Assets/Scripts/Games/Rockers/Rockers.cs
- Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiObject.cs
- Assets/Scripts/Games/ForkLifter/ForkLifterHand.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/EnumChartPropertyPrefab.cs
- Assets/Scripts/Games/Global/Filter.cs
- Assets/Scripts/Games/NightWalkAgb/AgbPlatform.cs
- Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs
- Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
- Assets/Scripts/LevelEditor/SnapDialog/SnapChangeButton.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowserWindows.cs
- Assets/Scripts/Games/WorkingDough/NPCDoughBall.cs
- Assets/Scripts/ScreenTiling.cs
- Assets/Scripts/Games/AirRally/Shuttlecock.cs
- Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs
- Assets/Scripts/Games/NightWalkAgb/AgbPlayYan.cs
- Assets/Scripts/Games/CoinToss/CoinToss.cs
- Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs
- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/EnumPropertyPrefab.cs
- Assets/Scripts/Games/TapTrial/TapTrialPlayer.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/NumberChartPropertyPrefab.cs
- Assets/Plugins/Starpelly/Colors.cs
- Assets/Scripts/Games/AirRally/RvlBirds.cs
- Assets/Scripts/Games/GleeClub/GleeClubSingInput.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/StringChartPropertyPrefab.cs
- Assets/Scripts/Games/Splashdown/NtrSplash.cs
- Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs
- Assets/Scripts/Games/FlipperFlop/FlipperFlopFlipper.cs
- Assets/Scripts/Games/NightWalkAgb/AgbNightWalk.cs
- Assets/Scripts/Games/TramAndPauline/AgbAnimalKid.cs
- Assets/Scripts/AppInfo.cs
- Assets/Scripts/Games/SeeSaw/SeeSaw.cs
- Assets/Scripts/Util/AnimationHelpers.cs
- Assets/Scripts/Games/TossBoys/TossBoysBall.cs
- Assets/Scripts/LevelEditor/BPMText.cs
- Assets/Scripts/Games/NightWalkAgb/AgbPlatformHandler.cs
- Assets/Scripts/Games/CheerReaders/CheerReaders.cs
- Assets/Scripts/Games/SpaceSoccer/Kicker.cs
- Assets/Scripts/InputSystem/ControllerTypes/InputMouse.cs
- Assets/Scripts/Games/DogNinja/DogNinja.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TempoDialog.cs
- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/NumberPropertyPrefab.cs
- Assets/Scripts/Games/TotemClimb/TCDragon.cs
- Assets/Scripts/LevelEditor/BoxSelection.cs
- Assets/Scripts/Games/ForkLifter/ForkLifter.cs
- Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs
- Assets/Scripts/LevelEditor/DisableSelectOnHover.cs
- Assets/Scripts/LevelEditor/Theme.cs
- Assets/Scripts/Games/BoardMeeting/BMExecutive.cs
- Assets/Scripts/Common/CanvasScroll.cs
- Assets/Scripts/GameCamera.cs
- Assets/Scripts/Games/TotemClimb/TCJumper.cs
- Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs
- Assets/Scripts/UI/RightClickDropdownObject.cs
- Assets/Scripts/StaticCamera.cs
- Assets/Scripts/Games/Spaceball/SpaceballPlayer.cs
- Assets/Scripts/Util/SoundByte.cs
- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/BoolPropertyPrefab.cs
- Assets/Scripts/Games/Splashdown/NtrSynchrette.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/VolumeTimelineObj.cs
- Assets/Scripts/LevelEditor/DialogHelpers/Dialog.cs
- Assets/Scripts/UI/SettingsDialog/Tabs/EditorSettings.cs
- Assets/Scripts/StudioDance/ChoreographyInfo.cs
- Assets/Scripts/Games/CropStomp/CropStomp.cs
- Assets/Scripts/Games/Global/Flash.cs
- Assets/Scripts/LevelEditor/Commands/ICommand.cs
- Assets/Scripts/StudioDance/StudioDanceManager.cs
- Assets/Scripts/Games/SeeSaw/SeeSawGuy.cs
- Assets/Scripts/Games/DrummingPractice/Drummer.cs
- Assets/Scripts/Games/RhythmRally/Paddlers.cs
- Assets/Scripts/UI/SettingsDialog/Tabs/DispAudioSettings.cs
- Assets/Scripts/Util/SavWav.cs
- Assets/Scripts/Util/EntityTypes.cs
- Assets/Scripts/Games/PajamaParty/CtrPillowPlayer.cs
- Assets/Scripts/Games/Ringside/Ringside.cs
- Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs
- Assets/Scripts/Games/Spaceball/Spaceball.cs
- Assets/Scripts/Games/TotemClimb/TCGroundManager.cs
- Assets/Scripts/Games/TramAndPauline/TramAndPauline.cs
- Assets/Scripts/Games/BlueBear/Treat.cs
- Assets/Scripts/PostProcessingVFX.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs
- Assets/Scripts/SourceGenerators/MinigameLoaderGenerator.cs
- Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs
- Assets/Scripts/LevelEditor/EditorTheme.cs
- Assets/Scripts/Games/TrickClass/MobTrickObj.cs
- Assets/Scripts/Games/OctopusMachine/Octopus.cs
- Assets/Scripts/Games/WizardsWaltz/Plant.cs
- Assets/Scripts/UI/SettingsDialog/Tabs/CreditsLegalSettings.cs
- Assets/Scripts/Games/TapTroupe/TapTroupeZoomOut.cs
- Assets/Scripts/Games/MeatGrinder/Meat.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowser.cs
- Assets/Scripts/Games/TheDazzles/TheDazzlesGirl.cs
- Assets/Scripts/LevelEditor/Commands/SpecialMarker.cs
- Assets/Scripts/UI/SettingsDialog/SettingsDialog.cs
- Assets/Scripts/UI/Overlays/ChartSectionDisplay.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/ColorChartPropertyPrefab.cs
- Assets/GUIWindows/Scripts/GUIWindowHandle.cs
- Assets/Scripts/Games/Kitties/Kitties.cs
- Assets/Scripts/Games/QuizShow/QSTimer.cs
- Assets/Scripts/CircleCursor.cs
- Assets/Scripts/Games/TotemClimb/TCBirdManager.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowserLinux.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/SpecialTimelineObj.cs
- Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs
- Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
- Assets/Scripts/LevelEditor/Timeline/TimelineBlockManager.cs
- Assets/Scripts/Games/Rockers/RockerBendInput.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/Tabs/ChartInfoProperties.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowserEditor.cs
- Assets/Scripts/Games/Kitties/CtrTeppanPlayer.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/TempoTimelineObj.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/VolumeDialog.cs
- Assets/Scripts/Games/Splashdown/Splashdown.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowserMac.cs
- Assets/Scripts/Games/AirRally/Cloud.cs
- Assets/Scripts/InputSystem/InputController.cs
- Assets/Scripts/UI/Overlays/SkillStarManager.cs
- Assets/Scripts/LevelEditor/BeatGrid.cs
- Assets/Scripts/Games/RhythmRally/RhythmRally.cs
- Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs
- Assets/Scripts/Games/TapTroupe/TapTroupeCorner.cs
- Assets/Scripts/Games/FanClub/NtrIdolAmie.cs
- Assets/GUIWindows/Scripts/GUIWindowUtils.cs
- Assets/Scripts/Games/Tambourine/Tambourine.cs
- Assets/Scripts/Util/MultiSound.cs
- Assets/Scripts/Games/Fireworks/Rocket.cs
- Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs
- Assets/Scripts/Games/Tunnel/Tunnel.cs
- Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/RemixPropertiesDialog.cs
- Assets/Scripts/Games/TotemClimb/TotemClimb.cs
- Assets/Plugins/StandaloneFileBrowser/IStandaloneFileBrowser.cs
- Assets/Scripts/LevelEditor/Commands/CommandManager.cs
- Assets/Scripts/Games/FirstContact/Translator.cs
- Assets/Scripts/LevelEditor/TooltipGiver.cs
- Assets/Scripts/InputSystem/USG.g/InitInputControllers.PlayerInput.ControllerLoaderGenerator.g.cs
- Assets/Scripts/Games/DrummingPractice/DrummerHit.cs
- Assets/Scripts/LevelEditor/TempoFinder/TempoFinder.cs
- Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs
- Assets/Scripts/StudioDance/Dancer.cs
- Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs
- Assets/Scripts/Games/Lockstep/Lockstep.cs
- Assets/Scripts/Games/TotemClimb/TCTotemManager.cs
- Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs
- Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs
- Assets/Scripts/Games/ForkLifter/ForkLifterPlayer.cs
- Assets/Scripts/Games/DoubleDate/SoccerBall.cs
- Assets/Scripts/Games/RhythmTweezers/Tweezers.cs
- Assets/Scripts/Games/WorkingDough/WorkingDough.cs
- Assets/Scripts/Games/TotemClimb/TCFrog.cs
- Assets/Scripts/UI/SettingsDialog/Tabs/ControllerSettings.cs
- Assets/Scripts/Games/SpaceDance/SpaceDance.cs
- Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs
- Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs
- Assets/Scripts/Games/TotemClimb/TCPillarManager.cs
- Assets/Scripts/Games/Fireworks/Fireworks.cs
- Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs
- Assets/Scripts/Games/WizardsWaltz/Wizard.cs
PathsToSkipImportEvent: [] PathsToSkipImportEvent: []
PathsToIgnoreOverwriteSettingOnAttribute: [] PathsToIgnoreOverwriteSettingOnAttribute: []