Imported Upscaled Sumou_BG
Higher resolution background and Inu Sensei sprites.
This commit is contained in:
parent
53849bd0fd
commit
2e0c0b8b05
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@ -480,7 +480,7 @@ SpriteRenderer:
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- {fileID: 5027793911758892482}
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@ -665,10 +665,6 @@ MonoBehaviour:
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goBopSumo: 0
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goBopInu: 0
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allowBopSumo: 0
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allowBopInu: 0
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--- !u!1 &2594614983758801598
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--- !u!114 &1154875944
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|||
|
|
@ -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) { }
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue