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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@ -10,26 +10,26 @@ namespace HeavenStudio.Games.Loaders
{ {
public static Minigame AddGame(EventCaller eventCaller) 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") 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>() parameters = new List<Param>()
{ {
new Param("toggle", true, "Inu Bop", "Whether Inu Sensei bops or not."), new Param("inu", true, "Inu Bop", "Whether Inu Sensei bops or not."),
new Param("toggle1", true, "Brothers Bop", "Whether the Sumo Brothers bop or not."), new Param("sumo", true, "Brothers Bop", "Whether the Sumo Brothers bop or not."),
}, },
defaultLength = 0.5f defaultLength = 0.5f
}, },
new GameAction("crouch", "Crouch") 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>() parameters = new List<Param>()
{ {
new Param("toggle", true, "Inu Crouch", "Whether Inu Sensei crouches or not."), new Param("inu", true, "Inu Crouch", "Whether Inu Sensei crouches or not."),
new Param("toggle1", true, "Brothers Crouch", "Whether the Sumo Brothers crouch or not.") new Param("sumo", true, "Brothers Crouch", "Whether the Sumo Brothers crouch or not.")
}, },
defaultLength = 1f, defaultLength = 1f,
resizable = true resizable = true
@ -37,7 +37,12 @@ namespace HeavenStudio.Games.Loaders
new GameAction("endPose", "End Pose") 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 defaultLength = 5f
} }
@ -57,14 +62,39 @@ namespace HeavenStudio.Games
[SerializeField] Animator sumoBrotherG; [SerializeField] Animator sumoBrotherG;
[Header("Properties")] [Header("Properties")]
public bool goBopSumo; static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>();
public bool goBopInu; public struct queuedSumoInputs
public bool allowBopSumo; {
public bool allowBopInu; 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; private float lastReportedBeat = 0f;
public static SumoBrothers instance; 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 // Start is called before the first frame update
void Awake() 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 // Update is called once per frame
void Update() void Update()
{ {
@ -95,6 +133,11 @@ namespace HeavenStudio.Games
} }
} }
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
}
} }
public void Bop(bool inu, bool sumo) 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 cond = Conductor.instance;
var cueLength = 3 * cond.secPerBeat; #region Tweet
print(cond.pitchedSecPerBeat); var loopAmount = Math.Round((3 * cond.secPerBeat - 0.208) / 0.395);
var loopAmount = Math.Round((cueLength - 0.208) / 0.395); var beatsPerSecond = cond.songBpm / 60;
var beatsPerSecond = cond.songBpm / 60; var soundBeatLength = beatsPerSecond * 0.395;
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; allowBopInu = false;
inuSensei.DoScaledAnimationAsync("InuTweet", 0.5f); 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>() {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() { new BeatAction.Action(beat + 3, delegate { allowBopInu = true; }),
new BeatAction.Action(beat + tweetLength + 1, delegate { allowBopInu = true; }), new BeatAction.Action(beat + 3, delegate { if (goBopInu == false) inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f); }),
new BeatAction.Action(beat + tweetLength + 1, delegate { if (goBopInu == false) inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f); }), new BeatAction.Action(beat + 3, delegate { if (goBopInu == true) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); })
new BeatAction.Action(beat + tweetLength + 1, 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) { }
} }
} }