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serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/BeatmapFormats/DynamicBeatmap.cs b/Assets/Scripts/BeatmapFormats/DynamicBeatmap.cs index dd4b557b6..6de35a42c 100644 --- a/Assets/Scripts/BeatmapFormats/DynamicBeatmap.cs +++ b/Assets/Scripts/BeatmapFormats/DynamicBeatmap.cs @@ -235,6 +235,12 @@ namespace HeavenStudio game = EventCaller.instance.GetMinigame(e.datamodel.Split(0)); action = EventCaller.instance.GetGameAction(game, e.datamodel.Split(1)); + if (game == null || action == null) + { + //FUTURE: attempt to convert to a new entity if a converter exists for this datamodel + UnityEngine.Debug.LogError($"Could not find game or gameaction from datamodel {e.datamodel} @ beat {e.beat}, skipping entity"); + continue; + } // Debug.Log($"{game.name} {action.displayName} @ beat {e.beat}"); Dictionary dynamicData = new Dictionary(); diff --git a/Assets/Scripts/Games/CoinToss/CoinToss.cs b/Assets/Scripts/Games/CoinToss/CoinToss.cs index b788d59b3..d3b45b905 100644 --- a/Assets/Scripts/Games/CoinToss/CoinToss.cs +++ b/Assets/Scripts/Games/CoinToss/CoinToss.cs @@ -16,10 +16,11 @@ namespace HeavenStudio.Games.Loaders { new GameAction("toss", "Toss Coin") { - function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"]); }, + function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], eventCaller.currentEntity["toggle"]); }, defaultLength = 7, parameters = new List() { + new Param("type", CoinToss.CoinVariation.Default, "Variation", "Special Coin Variations"), new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"), } }, @@ -130,6 +131,12 @@ namespace HeavenStudio.Games public PlayerActionEvent coin; + public enum CoinVariation + { + Default, + Cowbell, + } + private void Awake() { instance = this; @@ -148,7 +155,7 @@ namespace HeavenStudio.Games //nothing } - public void TossCoin(float beat, bool audienceReacting) + public void TossCoin(float beat, int type, bool audienceReacting) { if (coin != null) return; @@ -158,6 +165,24 @@ namespace HeavenStudio.Games //Game state says the hand is throwing the coin isThrowing = true; + switch (type) + { + case (int) CoinToss.CoinVariation.Cowbell: + //this was intentional. it was to avoid the throw and cowbells to go offbeat. + Jukebox.PlayOneShotGame("coinToss/cowbell1"); + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("coinToss/cowbell2", beat + 1f, offset: 0.01f), + new MultiSound.Sound("coinToss/cowbell1", beat + 2f, offset: 0.01f), + new MultiSound.Sound("coinToss/cowbell2", beat + 3f, offset: 0.01f), + new MultiSound.Sound("coinToss/cowbell1", beat + 4f, offset: 0.01f), + new MultiSound.Sound("coinToss/cowbell2", beat + 5f, offset: 0.01f), + new MultiSound.Sound("coinToss/cowbell1", beat + 6f, offset: 0.01f), + }); + break; + default: + break; + } + this.audienceReacting = audienceReacting; coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty); diff --git a/Assets/Scripts/Games/MarchingOrders/Cadet.cs b/Assets/Scripts/Games/MarchingOrders/Cadet.cs new file mode 100644 index 000000000..ee6b38b34 --- /dev/null +++ b/Assets/Scripts/Games/MarchingOrders/Cadet.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; + +namespace HeavenStudio.Games.Scripts_MarchingOrders +{ + public class Cadet : PlayerActionObject + { + public bool isSparkler; + + // Start is called before the first frame update + void Awake() + { + + } + + // Update is called once per frame + void Update() + { + + } + } +} diff --git a/Assets/Scripts/Games/MarchingOrders/Cadet.cs.meta b/Assets/Scripts/Games/MarchingOrders/Cadet.cs.meta new file mode 100644 index 000000000..78500544a --- /dev/null +++ b/Assets/Scripts/Games/MarchingOrders/Cadet.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4579598a91810594cbcd80bff4a2a033 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index f3d96778e..bd4d177e3 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -1,14 +1,15 @@ //notes: // BEFORE NEW PROPS -//1. minenice will also use this to test out randomly named parameters so coding has to rest until the new props update -//2. see fan club for separate prefabs (cadets) [DONE] -//3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS] +// - minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE] +// - see fan club for separate prefabs (cadets) [DONE] +// - temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS] // AFTER NEW PROPS -//4. see space soccer, mr upbeat, tunnel for keep-the-beat codes -//5. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases) -//6. will use a textbox without going through the visual options but i wonder how..?? (see first contact if ever textboxes are implemented in said minigame) +// - testmod marching orders using speed +// - see space soccer, mr upbeat, tunnel for keep-the-beat codes +// - figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases) +// - will use a textbox without going through the visual options but i wonder how..?? (see first contact if ever textboxes are implemented in said minigame) // AFTER FEATURE COMPLETION -//7. delete all notes once the minigame is considered feature-complete +// - delete all notes once the minigame is considered feature-complete using HeavenStudio.Util; using System; @@ -23,49 +24,51 @@ namespace HeavenStudio.Games.Loaders public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("marchingOrders", "Marching Orders \n[WIP]", "00A43B", false, false, new List() { - //from krispy: - //i'm not that good at coding but i'll try my best to make a minigame - //please don't take over... i'll get back into it once i know coding - //thank you and have a nice day! - - - - - //the cues do nothing at the moment, so i temporarily disabled them new GameAction("bop", "Bop") - { - function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); }, + { + function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); }, defaultLength = 1f, - resizable = true - }, - - //new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), + resizable = true + }, + + new GameAction("marching", "Cadets March") + { + function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.CadetsMarch(e.beat, e.length); }, + defaultLength = 4f, + resizable = true + }, new GameAction("attention", "Attention...") - { - function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, - defaultLength = 2.25f, - inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);} + { + function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, + defaultLength = 2.25f, + inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);} }, - - new GameAction("march", "March!") - { - function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, - defaultLength = 2f, + + new GameAction("march", "March!") + { + function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, + defaultLength = 2f, inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);} - }, - - new GameAction("halt", "Halt!") - { - function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, - defaultLength = 2f }, - - //new GameAction("face turn", delegate {}, 4f, false, parameters: new List() - //{ - // new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"), - // new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"), - //}), + + new GameAction("halt", "Halt!") + { + function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, + defaultLength = 2f, + inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.HaltSound(e.beat);} + }, + + new GameAction("face turn", "Direction to Turn") + { + function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"]); }, + defaultLength = 4f, + parameters = new List() + { + new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"), + new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"), + } + }, }); } } @@ -76,28 +79,38 @@ namespace HeavenStudio.Games //using Scripts_MarchingOrders; public class MarchingOrders : Minigame { - //code is just copied from other minigame code, i will polish them later - [Header("References")] + //code is just copied from other minigame code, i will polish them later + [Header("References")] public Animator Sarge; + public Animator Steam; public Animator Cadet1; public Animator Cadet2; public Animator Cadet3; - public Animator CadetPlayer; + public Animator CadetPlayer; + public Animator CadetHead1; + public Animator CadetHead2; + public Animator CadetHead3; + public Animator CadetHeadPlayer; + public GameObject Player; - - - public GameEvent bop = new GameEvent(); - public GameEvent noBop = new GameEvent(); - + + public GameEvent bop = new GameEvent(); + public GameEvent noBop = new GameEvent(); + public GameEvent marching = new GameEvent(); + + private int marchOtherCount; + private int marchPlayerCount; + private int turnLength; + public static MarchingOrders instance; public enum DirectionFaceTurn - { + { Right, Left, } public enum FaceTurnLength - { + { Normal, Fast, } @@ -111,35 +124,57 @@ namespace HeavenStudio.Games // Update is called once per frame void Update() { - var cond = Conductor.instance; + var cond = Conductor.instance; if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) { if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length) { if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length)) - Cadet1.Play("Bop", -1, 0); - Cadet2.Play("Bop", -1, 0); - Cadet3.Play("Bop", -1, 0); - CadetPlayer.Play("Bop", -1, 0); + Cadet1.DoScaledAnimationAsync("Bop", 0.5f); + Cadet2.DoScaledAnimationAsync("Bop", 0.5f); + Cadet3.DoScaledAnimationAsync("Bop", 0.5f); + CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f); } } - - if (PlayerInput.Pressed() && !IsExpectingInputNow()) + + if (cond.ReportBeat(ref marching.lastReportedBeat, bop.startBeat % 1)) + { + if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length) + { + marchOtherCount += 1; + var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL"); + + Jukebox.PlayOneShotGame("marchingOrders/step1"); + Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f); + Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f); + Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f); + } + } + + if (PlayerInput.Pressed() && !IsExpectingInputNow()) { Jukebox.PlayOneShot("miss"); - Sarge.Play("Anger", -1, 0); + Sarge.DoScaledAnimationAsync("Anger", 0.5f); + Steam.DoScaledAnimationAsync("Steam", 0.5f); + + marchPlayerCount += 1; + var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL"); + + Jukebox.PlayOneShotGame("marchingOrders/step1"); + CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f); } } - public void Bop(float beat, float length) + public void Bop(float beat, float length) { bop.length = length; bop.startBeat = beat; } - - public void CadetsMarch(float beat) + + public void CadetsMarch(float beat, float length) { - + marching.length = length; + marching.startBeat = beat; } public void SargeAttention(float beat) @@ -149,44 +184,107 @@ namespace HeavenStudio.Games new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f), new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f), }, forcePlay:true); - - BeatAction.New(Player, new List() + + BeatAction.New(Player, new List() { - new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}), + new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), }); } - - public void SargeMarch(float beat) + + public void SargeMarch(float beat) { - MultiSound.Play(new MultiSound.Sound[] { + marchOtherCount = 0; + marchPlayerCount = 0; + + MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("marchingOrders/march1", beat), new MultiSound.Sound("marchingOrders/march2", beat + 1f), }, forcePlay:true); - - BeatAction.New(Player, new List() + + BeatAction.New(Player, new List() { - new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), - new BeatAction.Action(beat + 1f, delegate { Cadet1.Play("MarchL", -1, 0);}), - new BeatAction.Action(beat + 1f, delegate { Cadet2.Play("MarchL", -1, 0);}), - new BeatAction.Action(beat + 1f, delegate { Cadet3.Play("MarchL", -1, 0);}), - new BeatAction.Action(beat + 1f, delegate { CadetPlayer.Play("MarchL", -1, 0);}), - }); + new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}), + }); } - public void SargeHalt(float beat) + public void SargeHalt(float beat) { - MultiSound.Play(new MultiSound.Sound[] { + MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("marchingOrders/halt1", beat), new MultiSound.Sound("marchingOrders/halt2", beat + 1f), + new MultiSound.Sound("marchingOrders/step1", beat + 1f), }, forcePlay:true); - - BeatAction.New(Player, new List() + + BeatAction.New(Player, new List() { - new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), - }); + new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("Halt", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("Halt", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("Halt", 0.5f);}), + }); } - - public static void AttentionSound(float beat) + + public void SargeFaceTurn(float beat, int type, int type2) + { + switch (type2) + { + case (int) MarchingOrders.FaceTurnLength.Fast: + turnLength = 0; + break; + default: + turnLength = 1; + break; + } + + + switch (type) + { + case (int) MarchingOrders.DirectionFaceTurn.Left: + //ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty); + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat), + new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f), + new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f), + new MultiSound.Sound("marchingOrders/leftFaceTurn4", beat + turnLength + 2f), + }, forcePlay:true); + + BeatAction.New(Player, new List() + { + new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);}), + new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);}), + new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);}), + }); + break; + default: + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat), + new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f), + new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f), + new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f), + }, forcePlay:true); + + BeatAction.New(Player, new List() + { + new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);}), + new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);}), + new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);}), + }); + break; + } + + BeatAction.New(Player, new List() + { + new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), + new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), + }); + } + + + public static void AttentionSound(float beat) { MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("marchingOrders/attention1", beat), @@ -194,14 +292,22 @@ namespace HeavenStudio.Games new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f), }, forcePlay:true); } - - public static void MarchSound(float beat) + + public static void MarchSound(float beat) { MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("marchingOrders/march1", beat), new MultiSound.Sound("marchingOrders/march2", beat + 1f), }, forcePlay:true); } + + public static void HaltSound(float beat) + { + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("marchingOrders/halt1", beat), + new MultiSound.Sound("marchingOrders/halt2", beat + 1f), + }, forcePlay:true); + } } } diff --git a/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs b/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs index 48101ffce..1ce348b3d 100644 --- a/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs +++ b/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs @@ -34,7 +34,8 @@ namespace HeavenStudio.Games.Loaders new GameAction("keep-up", "") { defaultLength = 4f, - resizable = true + resizable = true, + hidden = true }, }); } diff --git a/Assets/StreamingAssets/ntrcoin/common b/Assets/StreamingAssets/ntrcoin/common index 29da14c77..3baecb5db 100644 Binary files a/Assets/StreamingAssets/ntrcoin/common and b/Assets/StreamingAssets/ntrcoin/common differ diff --git a/Assets/StreamingAssets/ntrcoin/common.manifest b/Assets/StreamingAssets/ntrcoin/common.manifest index 1f7759b0b..c642f5191 100644 --- a/Assets/StreamingAssets/ntrcoin/common.manifest +++ b/Assets/StreamingAssets/ntrcoin/common.manifest @@ -1,9 +1,9 @@ ManifestFileVersion: 0 -CRC: 2049244877 +CRC: 3145129048 Hashes: AssetFileHash: serializedVersion: 2 - Hash: 1e93b5f219a06063ba1cdb3ac24c80fe + Hash: accf70966bae19a4dbcad02679a20b19 TypeTreeHash: serializedVersion: 2 Hash: 1341d321cd8444a4f78a51a8a0c6daff @@ -40,13 +40,10 @@ Assets: - Assets/Resources/Sprites/Games/CoinToss/Animations/Catch_success.anim - Assets/Resources/Sfx/games/coinToss/women_you.wav - Assets/Resources/Sprites/Games/CoinToss/Animations/Throw.anim -- Assets/Resources/Sfx/games/coinToss/miss.wav - Assets/Resources/Sprites/Games/CoinToss/Animations/Idle.anim - Assets/Resources/Games/coinToss.prefab -- Assets/Resources/Sfx/games/coinToss/applause.ogg - Assets/Resources/Sfx/games/coinToss/throw.wav - Assets/Resources/Sprites/Games/CoinToss/Animations/Pickup.anim -- Assets/Resources/Sfx/games/coinToss/disappointed.ogg - Assets/Resources/Sfx/games/coinToss/catch.wav - Assets/Resources/Sprites/Games/CoinToss/Animations/Catch_empty.anim - Assets/Resources/Sprites/Games/CoinToss/sprsh_cointoss.png