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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)