Imported Upscaled Sumou_BG

Higher resolution background and Inu Sensei sprites.
This commit is contained in:
RaffyTaffy14 2023-03-04 13:49:14 -05:00
parent 53849bd0fd
commit 2e0c0b8b05
13 changed files with 2241 additions and 1159 deletions

View file

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m_Pivot: {x: 0.5, y: 1}
--- !u!114 &1154875944
@ -31801,7 +31801,7 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1292844878}
m_HandleRect: {fileID: 1292844877}
m_Direction: 2
m_Value: 0
m_Value: 1
m_Size: 1
m_NumberOfSteps: 0
m_OnValueChanged:

View file

@ -10,26 +10,26 @@ namespace HeavenStudio.Games.Loaders
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("sumoBrothers", "Sumo Brothers \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "0058CE", false, false, new List<GameAction>()
return new Minigame("sumoBrothers", "Sumo Brothers \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "EDED15", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Bop(e["toggle"], e["toggle1"]); },
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Bop(e["inu"], e["sumo"]); },
parameters = new List<Param>()
{
new Param("toggle", true, "Inu Bop", "Whether Inu Sensei bops or not."),
new Param("toggle1", true, "Brothers Bop", "Whether the Sumo Brothers bop or not."),
new Param("inu", true, "Inu Bop", "Whether Inu Sensei bops or not."),
new Param("sumo", true, "Brothers Bop", "Whether the Sumo Brothers bop or not."),
},
defaultLength = 0.5f
},
new GameAction("crouch", "Crouch")
{
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Crouch(e.beat, e.length, e["toggle"], e["toggle1"]); },
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Crouch(e.beat, e.length, e["inu"], e["sumo"]); },
parameters = new List<Param>()
{
new Param("toggle", true, "Inu Crouch", "Whether Inu Sensei crouches or not."),
new Param("toggle1", true, "Brothers Crouch", "Whether the Sumo Brothers crouch or not.")
new Param("inu", true, "Inu Crouch", "Whether Inu Sensei crouches or not."),
new Param("sumo", true, "Brothers Crouch", "Whether the Sumo Brothers crouch or not.")
},
defaultLength = 1f,
resizable = true
@ -37,7 +37,12 @@ namespace HeavenStudio.Games.Loaders
new GameAction("endPose", "End Pose")
{
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Pose(e.beat); },
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.EndPose(e.beat); },
parameters = new List<Param>()
{
new Param("type", SumoBrothers.PoseType.Crouching, "Pose", "The pose that the Sumo Brothers will make."),
new Param("bg", SumoBrothers.BGType.TheGreatWave, "Background", "The background that appears on a successful input.")
},
defaultLength = 5f
}
@ -57,14 +62,39 @@ namespace HeavenStudio.Games
[SerializeField] Animator sumoBrotherG;
[Header("Properties")]
public bool goBopSumo;
public bool goBopInu;
public bool allowBopSumo;
public bool allowBopInu;
static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>();
public struct queuedSumoInputs
{
public float beat;
public int cue;
public int poseType;
public int poseBG;
}
private bool goBopSumo;
private bool goBopInu;
private bool allowBopSumo;
private bool allowBopInu;
private float lastReportedBeat = 0f;
public static SumoBrothers instance;
public enum PoseType
{
Crouching = 0,
Crossed = 1,
Pointing = 2,
Finale = 3
}
public enum BGType
{
TheGreatWave = 0,
OtaniOniji = 1
}
// Start is called before the first frame update
void Awake()
{
@ -76,6 +106,14 @@ namespace HeavenStudio.Games
}
void OnDestroy()
{
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
{
if (queuedInputs.Count > 0) queuedInputs.Clear();
}
}
// Update is called once per frame
void Update()
{
@ -95,6 +133,11 @@ namespace HeavenStudio.Games
}
}
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
}
}
public void Bop(bool inu, bool sumo)
@ -131,39 +174,66 @@ namespace HeavenStudio.Games
}
public void Pose(float beat)
public void EndPose(float beat)
{
var cond = Conductor.instance;
var cueLength = 3 * cond.secPerBeat;
print(cond.pitchedSecPerBeat);
var loopAmount = Math.Round((cueLength - 0.208) / 0.395);
var beatsPerSecond = cond.songBpm / 60;
var soundBeatLength = beatsPerSecond * 0.395;
#region Tweet
var loopAmount = Math.Round((3 * cond.secPerBeat - 0.208) / 0.395);
var beatsPerSecond = cond.songBpm / 60;
var soundBeatLength = beatsPerSecond * 0.395;
List<MultiSound.Sound> sound = new List<MultiSound.Sound>();
sound.Add(new MultiSound.Sound("sumoBrothers/posesignalBegin", beat));
for (int i = 1; i <= loopAmount; i++)
{
sound.Add(new MultiSound.Sound("sumoBrothers/posesignalLoop", i * (float)soundBeatLength + beat - (float)soundBeatLength + ((float)beatsPerSecond * 0.208f)));
}
MultiSound.Play(sound.ToArray());
var tweetLength = (float)loopAmount * (float)soundBeatLength - (float)soundBeatLength + ((float)beatsPerSecond * 0.208f);
print(tweetLength);
#endregion
//SumoBrothers.instance.EndPoseCheck(beat);
List<MultiSound.Sound> sound = new List<MultiSound.Sound>();
sound.Add(new MultiSound.Sound("sumoBrothers/posesignalBegin", beat));
for (int i = 1; i <= loopAmount; i++)
{
sound.Add(new MultiSound.Sound("sumoBrothers/posesignalLoop", i * (float)soundBeatLength + beat - (float)soundBeatLength + ((float)beatsPerSecond * 0.208f)));
}
MultiSound.Play(sound.ToArray());
allowBopInu = false;
inuSensei.DoScaledAnimationAsync("InuTweet", 0.5f);
var tweetLength = (float)loopAmount * (float)soundBeatLength - (float)soundBeatLength + ((float)beatsPerSecond * 0.208f);
print(tweetLength);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + tweetLength + 1, delegate { allowBopInu = true; }),
new BeatAction.Action(beat + tweetLength + 1, delegate { if (goBopInu == false) inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f); }),
new BeatAction.Action(beat + tweetLength + 1, delegate { if (goBopInu == true) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); })
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + 3, delegate { allowBopInu = true; }),
new BeatAction.Action(beat + 3, delegate { if (goBopInu == false) inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f); }),
new BeatAction.Action(beat + 3, delegate { if (goBopInu == true) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); })
});
}
void EndPoseCheck(float beat)
{
//ScheduleInput(beat, 5f, InputType.STANDARD_ALT_DOWN, SuccessEndPose, MissEndPose, Nothing);
}
void SuccessEndPose(PlayerActionEvent caller)
{
}
void MissEndPose(PlayerActionEvent caller)
{
}
void Nothing(PlayerActionEvent caller) { }
}
}