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diff --git a/Assets/Resources/Sprites/Games/ClapTrap/Animations/swordPawMiss.anim.meta b/Assets/Resources/Sprites/Games/ClapTrap/Animations/swordPawMiss.anim.meta
new file mode 100644
index 000000000..43aa94292
--- /dev/null
+++ b/Assets/Resources/Sprites/Games/ClapTrap/Animations/swordPawMiss.anim.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: b1c8003f6522a2e459bfce05d129b44f
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 7400000
+ userData:
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diff --git a/Assets/Resources/Sprites/Games/ClapTrap/ClapTrapAlterHands.png b/Assets/Resources/Sprites/Games/ClapTrap/ClapTrapAlterHands.png
index 65e7b8b1a..5c593f24a 100644
Binary files a/Assets/Resources/Sprites/Games/ClapTrap/ClapTrapAlterHands.png and b/Assets/Resources/Sprites/Games/ClapTrap/ClapTrapAlterHands.png differ
diff --git a/Assets/Resources/Sprites/Games/ClapTrap/ClapTrapAlterHands.png.meta b/Assets/Resources/Sprites/Games/ClapTrap/ClapTrapAlterHands.png.meta
index 7b96a8ed8..15945d170 100644
--- a/Assets/Resources/Sprites/Games/ClapTrap/ClapTrapAlterHands.png.meta
+++ b/Assets/Resources/Sprites/Games/ClapTrap/ClapTrapAlterHands.png.meta
@@ -42,7 +42,7 @@ TextureImporter:
nPOTScale: 0
lightmap: 0
compressionQuality: 50
- spriteMode: 1
+ spriteMode: 2
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
@@ -103,7 +103,133 @@ TextureImporter:
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
- sprites: []
+ sprites:
+ - serializedVersion: 2
+ name: ClapTrapAlterHands_0
+ rect:
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+ weights: []
+ - serializedVersion: 2
+ name: ClapTrapAlterHands_1
+ rect:
+ serializedVersion: 2
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+ rect:
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+ rect:
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physicsShape: []
bones: []
@@ -114,7 +240,13 @@ TextureImporter:
edges: []
weights: []
secondaryTextures: []
- nameFileIdTable: {}
+ nameFileIdTable:
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+ ClapTrapAlterHands_1: -1358240407
+ ClapTrapAlterHands_2: 1302396010
+ ClapTrapAlterHands_3: -924056792
+ ClapTrapAlterHands_4: -699199622
+ ClapTrapAlterHands_5: -1054025803
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
diff --git a/Assets/Resources/Sprites/Games/ClapTrap/ClapTrapHand.png b/Assets/Resources/Sprites/Games/ClapTrap/ClapTrapHand.png
index a0773844a..e2b6a6a7e 100644
Binary files a/Assets/Resources/Sprites/Games/ClapTrap/ClapTrapHand.png and b/Assets/Resources/Sprites/Games/ClapTrap/ClapTrapHand.png differ
diff --git a/Assets/Scripts/Games/ClapTrap/ClapTrap.cs b/Assets/Scripts/Games/ClapTrap/ClapTrap.cs
index 84955f316..3111ff2ef 100644
--- a/Assets/Scripts/Games/ClapTrap/ClapTrap.cs
+++ b/Assets/Scripts/Games/ClapTrap/ClapTrap.cs
@@ -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"]);},
defaultLength = 1f,
resizable = true,
parameters = new List()
{
- 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()
+ {
+ 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()
+ {
+ 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()
{
- 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()
- {
- 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()
- {
- 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()
- {
- 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();
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);
- }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/Games/ClapTrap/Sword.cs b/Assets/Scripts/Games/ClapTrap/Sword.cs
index a81365f3a..dd705b89f 100644
--- a/Assets/Scripts/Games/ClapTrap/Sword.cs
+++ b/Assets/Scripts/Games/ClapTrap/Sword.cs
@@ -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().DoScaledAnimationAsync("swordHandHit", 0.5f);
+ gameObject.SetActive(true);
+ GetComponent().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().DoScaledAnimationAsync("sword" + cueType + "Miss", 0.5f);
+
+ if (spotlightToggle) { game.currentSpotlightClaps -= 1; }
}
private void Out(PlayerActionEvent caller)