Merge branch 'megaminerjenny:master' into master

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adianfiuef 2022-09-18 00:19:00 -04:00 committed by GitHub
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86 changed files with 16372 additions and 1432 deletions

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@ -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<string, dynamic> dynamicData = new Dictionary<string, dynamic>();

View file

@ -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<Param>()
{
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);

View file

@ -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()
{
}
}
}

View file

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@ -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<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
{
//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
},
resizable = true
},
//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, 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<Param>()
//{
// 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<Param>()
{
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 marching = new GameEvent();
public GameEvent bop = new GameEvent();
public GameEvent noBop = 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)
@ -150,43 +185,106 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
BeatAction.New(Player, new List<BeatAction.Action>()
{
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.Action>()
BeatAction.New(Player, new List<BeatAction.Action>()
{
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.Action>()
BeatAction.New(Player, new List<BeatAction.Action>()
{
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<BeatAction.Action>()
{
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<BeatAction.Action>()
{
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<BeatAction.Action>()
{
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),
@ -195,13 +293,21 @@ namespace HeavenStudio.Games
}, 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);
}
}
}

View file

@ -34,7 +34,8 @@ namespace HeavenStudio.Games.Loaders
new GameAction("keep-up", "")
{
defaultLength = 4f,
resizable = true
resizable = true,
hidden = true
},
});
}

View file

@ -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