Marcher, Rhythm Datsumo, Karateka Additions

Marcher: Adds the Rabbit Girl voice, just in case if the Rabbit commander gets added.
Rhythm Datsumo: No Peeking signs additions, with left and right versions also included.
Karateka: Adjusted bop length to be resizeable for bop adjustments, uncommented Honki Mode for usability. Honki is still WIP
This commit is contained in:
Amy54Desu 2022-12-09 20:34:33 -05:00
parent b35fb38eed
commit 737d6ca8a6
92 changed files with 7138 additions and 98 deletions

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@ -0,0 +1,8 @@
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View file

@ -2,8 +2,8 @@ using System;
public static class AppInfo {
//--- AutoGenerated.begin
public const string Version = "0.0.1026";
public static readonly DateTime Date = new DateTime(2022, 12, 07, 03, 21, 59, 531, DateTimeKind.Utc);
public const string Version = "0.0.1041";
public static readonly DateTime Date = new DateTime(2022, 12, 10, 01, 15, 57, 474, DateTimeKind.Utc);
//--- AutoGenerated.end
}

View file

@ -11,6 +11,15 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("fireworks", "Fireworks \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "0058CE", false, false, new List<GameAction>()
{
new GameAction("firework", "Launch Firework")
{
function = delegate { var e = eventCaller.currentEntity; Fireworks.instance.LaunchRocket(e.beat, e["type"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("type", false, "Firework Type", "Choose a firework")
},
}
});
}
}
@ -21,16 +30,30 @@ namespace HeavenStudio.Games
using Scripts_Fireworks;
public class Fireworks : Minigame
{
//code is just copied from other minigame code, i will polish them later
[Header("References")]
public Animator Rocket;
//public Animator Explosion;
public static Fireworks instance;
// Start is called before the first frame update
void Awake()
{
instance = this;
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
var currBeat = cond.songPositionInBeats;
//if (PlayerInput.GetAnyDirection(PlayerInput.LEFT)) { }
}
public void LaunchRocket(float beat, int type)
{
}
}
}

View file

@ -15,8 +15,9 @@ namespace HeavenStudio.Games.Loaders
{
new GameAction("bop", "Bop")
{
function = delegate { KarateMan.instance.ToggleBop(eventCaller.currentEntity["toggle"]); },
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.ToggleBop(e["toggle"], e.length); },
defaultLength = 0.5f,
resizable = true,
parameters = new List<Param>()
{
new Param("toggle", true, "Bop", "Whether to bop to the beat or not")
@ -286,6 +287,7 @@ namespace HeavenStudio.Games
{
using HeavenStudio.Editor;
using Scripts_KarateMan;
using System.Windows.Forms.VisualStyles;
using UnityEditor;
using static HeavenStudio.Util.MultiSound;
@ -467,6 +469,7 @@ namespace HeavenStudio.Games
public static bool HonkiMode = false;
public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
public float HonkiChanceLength;
public Color[] LightBulbColors;
public Color[] BackgroundColors;
@ -524,8 +527,8 @@ namespace HeavenStudio.Games
SpriteRenderer bgBloodRenderer;
public GameObject BGRadial;
SpriteRenderer bgRadialRenderer;
//public GameObject BGHonki;
//SpriteRenderer bgHonkiRenderer;
public GameObject BGHonki;
SpriteRenderer bgHonkiRenderer;
[Header("Shadows")]
static int currentShadowType = (int) ShadowType.Tinted;
@ -553,6 +556,7 @@ namespace HeavenStudio.Games
public static int SoundEffectsVersion = (int) SoundEffectTypes.Megamix3DS;
public static float WantBgChangeStart = Single.MinValue;
public static float WantBgChangeLength = 0f;
public static float BopLength = 1f;
private void Awake()
{
@ -586,13 +590,13 @@ namespace HeavenStudio.Games
bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>();
bgRadialRenderer = BGRadial.GetComponent<SpriteRenderer>();
//bgHonkiRenderer = BGHonki.GetComponent<SpriteRenderer>();
bgHonkiRenderer = BGHonki.GetComponent<SpriteRenderer>();
SetBgEffectsToLast(cond.songPositionInBeats);
SetBgAndShadowCol(WantBgChangeStart, WantBgChangeLength, bgType, (int) currentShadowType, bgColour, customShadowColour, (int)currentBgEffect);
SetBgTexture(textureType, textureFilterType, filterColour, filterColour);
UpdateMaterialColour(BodyColor, HighlightColor, ItemColor);
ToggleBop(WantBop);
ToggleBop(WantBop, 1f);
}
private void Update()
@ -756,14 +760,17 @@ namespace HeavenStudio.Games
if (HonkiMode)
{
//BGHonki.SetActive(true);
BGHonki.SetActive(true);
BGGradient.SetActive(false);
BGBlood.SetActive(false);
BGRadial.SetActive(false);
SetBgAndShadowCol(beat, 0f, (int) BackgroundType.Custom, (int) ShadowType.Custom, Color.white, Color.black, (int) BackgroundFXType.None);
Nori.SetNoriMode(beat, (int) KarateMan.NoriMode.None);
BodyColor = Color.black;
HighlightColor = Color.white;
}
//else
//BGHonki.SetActive(false);
else
BGHonki.SetActive(false);
}
public void DoWord(float beat, int type, int voiceType, int language, bool pitch, int graphLength, int voiceDelay, bool fast)
@ -1328,12 +1335,14 @@ namespace HeavenStudio.Games
Wind.windMain = windStrength;
}
public void ToggleBop(bool toggle)
public void ToggleBop(bool toggle, float length)
{
if (toggle)
Joe.bop.length = Single.MaxValue;
else
Joe.bop.length = 0;
BopLength = length;
}
public static void ToggleBopUnloaded(bool toggle)

View file

@ -53,7 +53,6 @@ namespace HeavenStudio.Games.Scripts_KarateMan
private void Update()
{
var cond = Conductor.instance;
if (cond.songPositionInBeats < bombGlowStart)
{
bombGlowIntensity = 1f;
@ -99,6 +98,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
anim.speed = 1f;
anim.Play("Beat", -1, 0);
lastChargeTime = Single.MinValue;
Debug.Log($"Bop Length {bop.length}, Bop Start Beat {bop.startBeat}");
}
if (inCombo && shouldComboId == -2)
@ -141,7 +141,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
{
if (!KarateMan.instance.IsExpectingInputNow())
{
if (KarateMan.instance.IsNoriActive && KarateMan.instance.NoriPerformance >= 0.6f && KarateMan.HighFlowPunch)
if ((KarateMan.instance.IsNoriActive && KarateMan.instance.NoriPerformance >= 0.6f || KarateMan.HonkiMode) && KarateMan.HighFlowPunch)
Punch(2);
else
Punch(1);

View file

@ -331,7 +331,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
Jukebox.PlayOneShotGame("karateman/bombBreak", volume: 0.25f);
return;
}
else if (KarateMan.instance.IsNoriActive && KarateMan.instance.NoriPerformance >= 0.6f && KarateMan.NoriBreakSound && ItemBreakable() && cond.songPositionInBeats >= startBeat + curveTargetBeat && CurrentCurve.GetApproximateLength() > 16)
else if ((KarateMan.instance.IsNoriActive && KarateMan.instance.NoriPerformance >= 0.6f || KarateMan.HonkiMode) && KarateMan.NoriBreakSound && ItemBreakable() && cond.songPositionInBeats >= startBeat + curveTargetBeat && CurrentCurve.GetApproximateLength() > 16)
{
ParticleSystem p = Instantiate(HitParticles[2], CurrentCurve.GetPoint(1f), Quaternion.identity, KarateMan.instance.ItemHolder);
p.Play();
@ -679,14 +679,14 @@ namespace HeavenStudio.Games.Scripts_KarateMan
case ItemType.KickBarrel:
return 2;
case ItemType.Ball:
if (KarateMan.instance.IsNoriActive && KarateMan.instance.NoriPerformance >= 0.6f && KarateMan.HighFlowPunch)
if ((KarateMan.instance.IsNoriActive && KarateMan.instance.NoriPerformance >= 0.6f || KarateMan.HonkiMode) && KarateMan.HighFlowPunch)
return 4;
else if (KarateMan.instance.IsNoriActive && KarateMan.HighFlowPunch)
return 0;
else
return 2;
default:
if (KarateMan.instance.IsNoriActive && KarateMan.instance.NoriPerformance >= 0.6f && KarateMan.HighFlowPunch)
if ((KarateMan.instance.IsNoriActive && KarateMan.instance.NoriPerformance >= 0.6f || KarateMan.HonkiMode) && KarateMan.HighFlowPunch)
return 4;
else
return 0;

View file

@ -33,9 +33,13 @@ namespace HeavenStudio.Games.Loaders
new GameAction("marching", "Cadets March")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.MarchAction(e.beat, e.length); },
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.MarchAction(e.beat, e.length, e["toggle"]); },
defaultLength = 4f,
resizable = true
resizable = true,
parameters = new List<Param>
{
new Param("toggle", false, "Auto March", "When enabled, will march automatically like at the end of Marchers")
}
},
new GameAction("attention", "Attention...")
@ -65,12 +69,13 @@ namespace HeavenStudio.Games.Loaders
new GameAction("face turn", "Direction to Turn")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"]); },
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"], e["toggle"]); },
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"),
new Param("toggle", false, "Point", "Do the pointing animation instead of just the head turn")
}
},
@ -82,6 +87,16 @@ namespace HeavenStudio.Games.Loaders
{
new Param("type", MarchingOrders.BackgroundColor.Blue, "Color", "The background color of Marching Orders"),
}
},
new GameAction("game mod", "Game Modifiers")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.GameplayMod(e.beat, e["toggle"]); },
defaultLength = 1f,
parameters = new List<Param>()
{
new Param("toggle", false, "Female Commandress", "Makes the Commander the Rabbit Girl"),
}
}
});
}
@ -106,19 +121,22 @@ namespace HeavenStudio.Games
public Animator CadetHead3;
public Animator CadetHeadPlayer;
public GameObject Player;
public GameObject BGMain1;
public GameObject BGMain2;
public GameEvent bop = new GameEvent();
public GameEvent noBop = new GameEvent();
public GameEvent marching = new GameEvent();
private string path;
private int marchOtherCount;
private int marchPlayerCount;
private int turnLength;
private int background;
// private bool marchSuru;
// private bool beatSuru;
private bool autoMarch;
private bool usagiVoice;
private float marchTsugi;
private float beatTsugi;
private float steamTime;
@ -246,6 +264,23 @@ namespace HeavenStudio.Games
Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
}
switch (background)
{
case (int) MarchingOrders.BackgroundColor.Yellow:
BGMain1.SetActive(false);
BGMain2.SetActive(true);
break;
default:
BGMain1.SetActive(true);
BGMain2.SetActive(false);
break;
}
if (usagiVoice)
path = "usagiOnna/";
else
path = null;
}
public void Bop(float beat, float length)
@ -280,24 +315,28 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat, delegate { Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f); }),
new BeatAction.Action(beat, delegate { Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f); }),
new BeatAction.Action(beat, delegate { Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f); }),
new BeatAction.Action(beat, delegate { ScheduleInput(beat - 1f, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, MarchEmpty);})
new BeatAction.Action(beat, delegate {
if (autoMarch) {CadetPlayer.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Jukebox.PlayOneShotGame("marchingOrders/step1"); }
else ScheduleInput(beat - 1f, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, MarchEmpty);})
});
}
public void MarchAction(float beat, float length)
public void MarchAction(float beat, float length, bool auto)
{
marching.length = length;
marching.startBeat = beat;
autoMarch = auto;
}
public void SargeAttention(float beat)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/attention1", beat),
new MultiSound.Sound("marchingOrders/attention2", beat + 0.5f),
new MultiSound.Sound("marchingOrders/" + path + "attention1", beat),
new MultiSound.Sound("marchingOrders/" + path + "attention2", beat + 0.5f),
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
});
@ -311,16 +350,16 @@ namespace HeavenStudio.Games
if (!noVoice)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 0.25f),
new MultiSound.Sound("marchingOrders/march3", beat + 0.5f),
new MultiSound.Sound("marchingOrders/" + path + "march1", beat),
new MultiSound.Sound("marchingOrders/" + path + "march2", beat + (usagiVoice ? 0.15f : 0.25f)),
new MultiSound.Sound("marchingOrders/" + path + "march3", beat + (usagiVoice ? 0.25f : 0.5f)),
new MultiSound.Sound("marchingOrders/marchStart", beat + 1f),
}, forcePlay: true);
}
if (!noVoice)
{
BeatAction.New(Player, new List<BeatAction.Action>()
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}),
@ -331,7 +370,7 @@ namespace HeavenStudio.Games
}
else
{
BeatAction.New(Player, new List<BeatAction.Action>()
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}),
@ -343,14 +382,27 @@ namespace HeavenStudio.Games
public void SargeHalt(float beat)
{
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);
if (!usagiVoice)
{
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);
}
else
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/usagiOnna/halt1", beat),
new MultiSound.Sound("marchingOrders/usagiOnna/halt2", beat + 0.2f),
new MultiSound.Sound("marchingOrders/usagiOnna/halt3", beat + 0.4f),
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
new MultiSound.Sound("marchingOrders/step1", beat + 1f),
}, forcePlay: true);
}
ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, HaltEmpty);
BeatAction.New(Player, new List<BeatAction.Action>()
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("Halt", 0.5f);}),
@ -359,7 +411,7 @@ namespace HeavenStudio.Games
});
}
public void SargeFaceTurn(float beat, int type, int type2)
public void SargeFaceTurn(float beat, int type, int type2, bool toggle)
{
switch (type2)
{
@ -373,44 +425,76 @@ namespace HeavenStudio.Games
break;
}
switch (type)
{
case (int) MarchingOrders.DirectionFaceTurn.Left:
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, GenericMiss, LeftEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.6f),
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay:true);
if (!usagiVoice)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.6f),
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay: true);
}
else
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/usagiOnna/leftFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/usagiOnna/leftFaceTurn2" + fastTurn, beat + 0.4f),
new MultiSound.Sound("marchingOrders/usagiOnna/leftFaceTurn3" + fastTurn, beat + 0.6f),
new MultiSound.Sound("marchingOrders/usagiOnna/leftFaceTurn4", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay: true);
}
BeatAction.New(Player, new List<BeatAction.Action>()
BeatAction.New(gameObject, 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);}),
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);
else Cadet1.DoScaledAnimationAsync("PointL"); }),
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);
else Cadet2.DoScaledAnimationAsync("PointL");}),
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);
else Cadet3.DoScaledAnimationAsync("PointL");}),
});
break;
default:
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, GenericMiss, RightEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.6f),
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay:true);
if (!usagiVoice)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.6f),
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay: true);
}
else
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/usagiOnna/rightFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/usagiOnna/rightFaceTurn2" + fastTurn, beat + 0.4f),
new MultiSound.Sound("marchingOrders/usagiOnna/rightFaceTurn3" + fastTurn, beat + 0.6f),
new MultiSound.Sound("marchingOrders/usagiOnna/rightFaceTurn4", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay: true);
}
BeatAction.New(Player, new List<BeatAction.Action>()
BeatAction.New(gameObject, 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);}),
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);
else Cadet1.DoScaledAnimationAsync("PointR");}),
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);
else Cadet2.DoScaledAnimationAsync("PointR");}),
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);
else Cadet3.DoScaledAnimationAsync("PointR");}),
});
break;
}
BeatAction.New(Player, new List<BeatAction.Action>()
BeatAction.New(gameObject, 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);}),
@ -419,19 +503,14 @@ namespace HeavenStudio.Games
public void BackgroundColorSet(float beat, int type)
{
switch(type)
{
case (int) MarchingOrders.BackgroundColor.Yellow:
BGMain1.SetActive(false);
BGMain2.SetActive(true);
break;
default:
BGMain1.SetActive(true);
BGMain2.SetActive(false);
break;
}
background = type;
}
public void GameplayMod(float beat, bool femCom)
{
if (femCom)
usagiVoice = true;
}
public static void AttentionSound(float beat)
{
MultiSound.Play(new MultiSound.Sound[] {

View file

@ -55,6 +55,16 @@ namespace HeavenStudio.Games.Loaders
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
}
},
new GameAction("no peeking", "No Peeking Hand")
{
function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.SpawnHimitsuSigns(e.beat, e["type"], e["toggle"]); },
defaultLength = 1f,
parameters = new List<Param>()
{
new Param("type", RhythmTweezers.SignType.Full, "Sign Type", "The type of sign that appears"),
new Param("toggle", false, "Remove Sign", "Removes the No Peeking sign")
}
},
new GameAction("set tweezer delay", "Offset Tweezer")
{
function = delegate { RhythmTweezers.instance.tweezerBeatOffset = eventCaller.currentEntity.length; },
@ -100,7 +110,12 @@ namespace HeavenStudio.Games
Onion,
Potato
}
public enum SignType
{
Full,
Left,
Right
}
[Header("References")]
public Transform VegetableHolder;
public SpriteRenderer Vegetable;
@ -114,6 +129,8 @@ namespace HeavenStudio.Games
public GameObject HairsHolder;
public GameObject DroppedHairsHolder;
public Animator NoPeekingAnim;
[NonSerialized] public int hairsLeft = 0;
[Header("Variables")]
@ -273,6 +290,33 @@ namespace HeavenStudio.Games
VegetableDupe.color = newColor;
}
public void SpawnHimitsuSigns(float beat, int type, bool remove)
{
switch (type)
{
case (int) RhythmTweezers.SignType.Full:
if (!remove)
NoPeekingAnim.DoScaledAnimationAsync("FullCover", 1.5f);
else
NoPeekingAnim.DoScaledAnimationAsync("SignDown", 1.5f);
break;
case (int) RhythmTweezers.SignType.Left:
if (!remove)
NoPeekingAnim.DoScaledAnimationAsync("LeftCover", 1.5f);
else
NoPeekingAnim.DoScaledAnimationAsync("SignDownLeft", 1.5f);
break;
case (int) RhythmTweezers.SignType.Right:
if (!remove)
NoPeekingAnim.DoScaledAnimationAsync("RightCover", 1.5f);
else
NoPeekingAnim.DoScaledAnimationAsync("SignDownRight", 1.5f);
break;
default:
NoPeekingAnim.DoScaledAnimationAsync("AnimeNone", 1.5f);
break;
}
}
public void ChangeBackgroundColor(Color color, float beats)
{
var seconds = Conductor.instance.secPerBeat * beats;

View file

@ -1,5 +1,5 @@
ManifestFileVersion: 0
CRC: 761012425
CRC: 3253795352
AssetBundleManifest:
AssetBundleInfos:
Info_0:

View file

@ -1,9 +1,9 @@
ManifestFileVersion: 0
CRC: 1285228733
CRC: 74449943
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: e5164576ba354ccd3500835fdd78e003
Hash: a2c4e732642fece9dcba40ab50e8aac3
TypeTreeHash:
serializedVersion: 2
Hash: 9a2ca7bdbd1871f7131daf57de908e0c
@ -14,6 +14,5 @@ ClassTypes:
SerializeReferenceClassIdentifiers: []
Assets:
- Assets/Resources/Sfx/games/marchingOrders/marchStart.ogg
- Assets/Resources/Sfx/games/marchingOrders/turnAction.ogg
- Assets/Resources/Sfx/games/marchingOrders/step1.ogg
Dependencies: []

Binary file not shown.

View file

@ -1,12 +1,12 @@
ManifestFileVersion: 0
CRC: 3867002113
CRC: 2043681161
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: e9200199750d0fa47a25c27b407088f5
Hash: 04f9a639d9568a2c19f28d4debb6170c
TypeTreeHash:
serializedVersion: 2
Hash: e8394596a85b1aa454fee3a11e4098fa
Hash: 8a45665539d75a8396a1b82f268acff0
HashAppended: 0
ClassTypes:
- Class: 1

View file

@ -134,7 +134,7 @@ PlayerSettings:
16:10: 1
16:9: 1
Others: 1
bundleVersion: 0.0.1026
bundleVersion: 0.0.1041
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0
@ -156,11 +156,11 @@ PlayerSettings:
applicationIdentifier:
Standalone: com.Megaminerzero.HeavenStudio
buildNumber:
Standalone: 1026
Standalone: 1041
iPhone: 0
tvOS: 0
overrideDefaultApplicationIdentifier: 0
AndroidBundleVersionCode: 1026
AndroidBundleVersionCode: 1041
AndroidMinSdkVersion: 19
AndroidTargetSdkVersion: 0
AndroidPreferredInstallLocation: 1