Most clap trap objects
Mostly just making this so that I can remove this from my computer to save 5 tasty gigabytes. Not abandoning this 100% but it will be a bit
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Binary file not shown.
|
Before Width: | Height: | Size: 208 KiB After Width: | Height: | Size: 209 KiB |
|
|
@ -14,27 +14,50 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new GameAction("clap", "Clap")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.Clap(e.beat, e.length, e["object"], e["spotlight"]);},
|
||||
function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.Clap(e.beat, e.length, e["sword"], e["spotlight"]);},
|
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defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
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{
|
||||
new Param("object", ClapTrap.ClapType.Hand, "Object", "The object attempting to hit the doll"),
|
||||
new Param("sword", ClapTrap.ClapType.Hand, "Object", "The object attempting to hit the doll"),
|
||||
//new Param("sighBeat", new EntityTypes.Float(2, 100), "Sigh Beat", "The slapper attempting to hit the doll"),
|
||||
new Param("spotlight", true, "Spotlight", "Whether or not there's a spotlight for the cue"),
|
||||
}
|
||||
},
|
||||
new GameAction("change background color", "Change Background Color")
|
||||
new GameAction("doll animations", "Doll Animations")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.FadeBackgroundColor(e["bgColorA"], e["bgColorB"], e.length); },
|
||||
function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.DollAnimations(e.beat, e["animate"]);},
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("animate", ClapTrap.DollAnim.Inhale, "Animation", "The animation that the doll will play"),
|
||||
}
|
||||
},
|
||||
new GameAction("spotlight", "Force Spotlight")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.Spotlight(e["force"]);},
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("force", true, "Force Spotlight", "Whether or not to force the spotlight to be active"),
|
||||
}
|
||||
},
|
||||
new GameAction("background color", "Background Colors")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.FadeBackgroundColor(e["bgColor"], e["fade"], e["spotlightTop"], e["spotlightBottom"], e["spotlightGlow"], e.length); },
|
||||
defaultLength = 0.5f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bgColorA", ClapTrap.defaultBgColor, "Start Color", "The starting color in the fade"),
|
||||
new Param("bgColorB", ClapTrap.defaultBgColor, "End Color", "The ending color in the fade")
|
||||
new Param("bgColor", ClapTrap.defaultBgColor, "Background", "The background color"),
|
||||
new Param("fade", false, "Fade?", "Should the background color fade from the current color to the new one?"),
|
||||
new Param("spotlightBottom", ClapTrap.defaultBgColor, "Spotlight Bottom", "The color at the bottom of the spotlight"),
|
||||
new Param("spotlightTop", ClapTrap.glowSpotlight, "Spotlight Top", "The color at the top of the spotlight"),
|
||||
new Param("spotlightGlow", ClapTrap.glowSpotlight, "Spotlight Glow", "The color that glows around the spotlight")
|
||||
|
||||
},
|
||||
},
|
||||
new GameAction("change hand color", "Change Hand Colors")
|
||||
new GameAction("hand color", "Hand Colors")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.ChangeHandColor(e["stageLeftHandColor"], e["stageRightHandColor"]); },
|
||||
defaultLength = 0.5f,
|
||||
|
|
@ -44,26 +67,6 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("stageRightHandColor", ClapTrap.defaultRightColor, "Right Hand Color", "The color used on the dummy's hand (stage right)")
|
||||
},
|
||||
},
|
||||
new GameAction("spotlight", "Change Spotlight Colors")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.ChangeSpotlightColor(e["spotlightTop"], e["spotlightBottom"], e["spotlightGlow"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("spotlightBottom", ClapTrap.defaultBgColor, "Bottom Color", "The color at the bottom of the spotlight"),
|
||||
new Param("spotlightTop", ClapTrap.glowSpotlight, "Top Color", "The color at the top of the spotlight"),
|
||||
new Param("spotlightGlow", ClapTrap.glowSpotlight, "Glow Color", "The color that glows around the spotlight")
|
||||
},
|
||||
},
|
||||
new GameAction("doll animations", "Doll Animations")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.DollAnimations(eventCaller.currentEntity.beat, eventCaller.currentEntity["animate"]);},
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("animate", ClapTrap.DollAnim.Inhale, "Animation", "The animation that the doll will play"),
|
||||
}
|
||||
},
|
||||
|
||||
});
|
||||
}
|
||||
|
|
@ -168,8 +171,9 @@ namespace HeavenStudio.Games
|
|||
|
||||
[Header("Properties")]
|
||||
private bool canClap = true;
|
||||
private int currentClaps = 0;
|
||||
public int currentSpotlightClaps = 0;
|
||||
private Color backgroundColor;
|
||||
private bool forceSpotlight = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
|
|
@ -198,36 +202,31 @@ namespace HeavenStudio.Games
|
|||
});
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (spotlight.activeSelf == true && currentClaps == 0)
|
||||
if (spotlight.activeSelf && currentSpotlightClaps == 0 && forceSpotlight == false)
|
||||
{
|
||||
spotlight.SetActive(false);
|
||||
bg.color = backgroundColor;
|
||||
}
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Clap(float beat, float length, int type, bool spotlightToggle)
|
||||
|
||||
public void Clap(float beat, float length, int type, bool spotlightBool)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("clapTrap/donk", beat),
|
||||
new MultiSound.Sound("clapTrap/donk", beat + length),
|
||||
new MultiSound.Sound("clapTrap/donk", beat + length * 2),
|
||||
new MultiSound.Sound("clapTrap/whiff", beat + length * 4.5),
|
||||
new MultiSound.Sound("clapTrap/donk", beat + length * 2f),
|
||||
new MultiSound.Sound("clapTrap/whiff", beat + length * 3.5f),
|
||||
}, forcePlay: true);
|
||||
|
||||
if (spotlightToggle)
|
||||
if (spotlightBool)
|
||||
{
|
||||
currentClaps += 1;
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + length * 4, delegate { currentClaps -= 1; })
|
||||
});
|
||||
|
||||
currentSpotlightClaps += 1;
|
||||
spotlight.SetActive(true);
|
||||
|
||||
if (bg.color != Color.black)
|
||||
|
|
@ -240,7 +239,9 @@ namespace HeavenStudio.Games
|
|||
Sword swordClone = Instantiate(swordObj, gameObject.transform).GetComponent<Sword>();
|
||||
swordClone.cueLength = length * 4;
|
||||
swordClone.cueStart = beat;
|
||||
swordClone.cueType = type;
|
||||
|
||||
swordClone.cueType = Enum.GetName(typeof(ClapType), type);;
|
||||
swordClone.spotlightToggle = spotlightBool;
|
||||
}
|
||||
|
||||
public void DollAnimations(float beat, int animate)
|
||||
|
|
@ -265,9 +266,25 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, float beats)
|
||||
public void Spotlight(bool toggle)
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
forceSpotlight = toggle;
|
||||
|
||||
if (forceSpotlight)
|
||||
{
|
||||
spotlight.SetActive(true);
|
||||
|
||||
if (bg.color != Color.black)
|
||||
{
|
||||
backgroundColor = bg.color;
|
||||
}
|
||||
bg.color = Color.black;
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, float length)
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * length;
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
|
|
@ -284,12 +301,21 @@ namespace HeavenStudio.Games
|
|||
backgroundColor = color;
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats)
|
||||
public void FadeBackgroundColor(Color end, bool fade, Color topSpotlightColor, Color bottomSpotlightColor, Color glowSpotlightColor, float length)
|
||||
{
|
||||
ChangeBackgroundColor(start, 0f);
|
||||
ChangeBackgroundColor(end, beats);
|
||||
if (fade)
|
||||
{
|
||||
ChangeBackgroundColor(bg.color, 0f);
|
||||
ChangeBackgroundColor(end, length - 0.0001f);
|
||||
}
|
||||
else
|
||||
{
|
||||
ChangeBackgroundColor(end, 0f);
|
||||
}
|
||||
|
||||
|
||||
spotlightMaterial.SetColor("_ColorAlpha", topSpotlightColor);
|
||||
spotlightMaterial.SetColor("_ColorBravo", glowSpotlightColor);
|
||||
spotlightMaterial.SetColor("_ColorDelta", bottomSpotlightColor);
|
||||
}
|
||||
|
||||
public void ChangeHandColor(Color stageLeftHandColor, Color stageRightHandColor)
|
||||
|
|
@ -300,11 +326,5 @@ namespace HeavenStudio.Games
|
|||
stageRightRim.color = stageRightHandColor;
|
||||
}
|
||||
|
||||
public void ChangeSpotlightColor(Color topSpotlightColor, Color bottomSpotlightColor, Color glowSpotlightColor)
|
||||
{
|
||||
spotlightMaterial.SetColor("_ColorAlpha", topSpotlightColor);
|
||||
spotlightMaterial.SetColor("_ColorBravo", glowSpotlightColor);
|
||||
spotlightMaterial.SetColor("_ColorDelta", bottomSpotlightColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -10,7 +10,8 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
|
|||
{
|
||||
public double cueStart;
|
||||
public float cueLength;
|
||||
public int cueType;
|
||||
public string cueType;
|
||||
public bool spotlightToggle;
|
||||
|
||||
private Animator dollHead;
|
||||
private Animator dollArms;
|
||||
|
|
@ -20,11 +21,17 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
|
|||
// Start is called before the first frame update
|
||||
void Awake()
|
||||
{
|
||||
|
||||
|
||||
game = ClapTrap.instance;
|
||||
dollHead = game.dollHead;
|
||||
dollArms = game.dollArms;
|
||||
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
game.ScheduleInput((float)cueStart, cueLength, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out);
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
|
|
@ -45,7 +52,7 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
|
|||
Jukebox.PlayOneShotGame($"clapTrap/barely{UnityEngine.Random.Range(1, 2)}");
|
||||
dollHead.DoScaledAnimationAsync("HeadBarely", 0.5f);
|
||||
}
|
||||
else if (state == 0f)
|
||||
else if (state >= -0.01f && state <= 0.01f)
|
||||
{
|
||||
Jukebox.PlayOneShotGame($"clapTrap/aceClap{UnityEngine.Random.Range(1, 4)}");
|
||||
dollHead.DoScaledAnimationAsync("HeadHit", 0.5f);
|
||||
|
|
@ -59,7 +66,12 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
|
|||
dollArms.DoScaledAnimationAsync("ArmsHit", 0.5f);
|
||||
game.clapEffect.DoScaledAnimationAsync("ClapEffect", 0.5f);
|
||||
|
||||
GetComponent<Animator>().DoScaledAnimationAsync("swordHandHit", 0.5f);
|
||||
gameObject.SetActive(true);
|
||||
GetComponent<Animator>().DoScaledAnimationAsync("sword" + cueType + "Hit", 0.5f);
|
||||
|
||||
if (spotlightToggle) { game.currentSpotlightClaps -= 1; }
|
||||
|
||||
Debug.Log(state);
|
||||
}
|
||||
|
||||
private void Miss(PlayerActionEvent caller)
|
||||
|
|
@ -67,6 +79,11 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
|
|||
Jukebox.PlayOneShotGame($"clapTrap/miss");
|
||||
dollHead.DoScaledAnimationAsync("HeadMiss", 0.5f);
|
||||
dollArms.DoScaledAnimationAsync("ArmsMiss", 0.5f);
|
||||
|
||||
gameObject.SetActive(true);
|
||||
GetComponent<Animator>().DoScaledAnimationAsync("sword" + cueType + "Miss", 0.5f);
|
||||
|
||||
if (spotlightToggle) { game.currentSpotlightClaps -= 1; }
|
||||
}
|
||||
|
||||
private void Out(PlayerActionEvent caller)
|
||||
|
|
|
|||
Loading…
Reference in a new issue