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
This commit is contained in:
RaffyTaffy14 2023-08-20 14:03:00 -04:00
parent ad4a5b607f
commit 7abdfde3cc
13 changed files with 2678 additions and 66 deletions

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@ -14,27 +14,50 @@ namespace HeavenStudio.Games.Loaders
{ {
new GameAction("clap", "Clap") 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, defaultLength = 1f,
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
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("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 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, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("bgColorA", ClapTrap.defaultBgColor, "Start Color", "The starting color in the fade"), new Param("bgColor", ClapTrap.defaultBgColor, "Background", "The background color"),
new Param("bgColorB", ClapTrap.defaultBgColor, "End Color", "The ending color in the fade") 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"]); }, function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.ChangeHandColor(e["stageLeftHandColor"], e["stageRightHandColor"]); },
defaultLength = 0.5f, 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 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")] [Header("Properties")]
private bool canClap = true; private bool canClap = true;
private int currentClaps = 0; public int currentSpotlightClaps = 0;
private Color backgroundColor; private Color backgroundColor;
private bool forceSpotlight = false;
void Awake() void Awake()
{ {
@ -198,36 +202,31 @@ namespace HeavenStudio.Games
}); });
} }
if (spotlight.activeSelf && currentSpotlightClaps == 0 && forceSpotlight == false)
}
private void LateUpdate()
{
if (spotlight.activeSelf == true && currentClaps == 0)
{ {
spotlight.SetActive(false); spotlight.SetActive(false);
bg.color = backgroundColor; 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[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("clapTrap/donk", beat), new MultiSound.Sound("clapTrap/donk", beat),
new MultiSound.Sound("clapTrap/donk", beat + length), new MultiSound.Sound("clapTrap/donk", beat + length),
new MultiSound.Sound("clapTrap/donk", beat + length * 2), new MultiSound.Sound("clapTrap/donk", beat + length * 2f),
new MultiSound.Sound("clapTrap/whiff", beat + length * 4.5), new MultiSound.Sound("clapTrap/whiff", beat + length * 3.5f),
}, forcePlay: true); }, forcePlay: true);
if (spotlightToggle) if (spotlightBool)
{ {
currentClaps += 1; currentSpotlightClaps += 1;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length * 4, delegate { currentClaps -= 1; })
});
spotlight.SetActive(true); spotlight.SetActive(true);
if (bg.color != Color.black) if (bg.color != Color.black)
@ -240,7 +239,9 @@ namespace HeavenStudio.Games
Sword swordClone = Instantiate(swordObj, gameObject.transform).GetComponent<Sword>(); Sword swordClone = Instantiate(swordObj, gameObject.transform).GetComponent<Sword>();
swordClone.cueLength = length * 4; swordClone.cueLength = length * 4;
swordClone.cueStart = beat; swordClone.cueStart = beat;
swordClone.cueType = type;
swordClone.cueType = Enum.GetName(typeof(ClapType), type);;
swordClone.spotlightToggle = spotlightBool;
} }
public void DollAnimations(float beat, int animate) 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) if (bgColorTween != null)
bgColorTween.Kill(true); bgColorTween.Kill(true);
@ -284,12 +301,21 @@ namespace HeavenStudio.Games
backgroundColor = color; 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); if (fade)
ChangeBackgroundColor(end, beats); {
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) public void ChangeHandColor(Color stageLeftHandColor, Color stageRightHandColor)
@ -300,11 +326,5 @@ namespace HeavenStudio.Games
stageRightRim.color = stageRightHandColor; stageRightRim.color = stageRightHandColor;
} }
public void ChangeSpotlightColor(Color topSpotlightColor, Color bottomSpotlightColor, Color glowSpotlightColor)
{
spotlightMaterial.SetColor("_ColorAlpha", topSpotlightColor);
spotlightMaterial.SetColor("_ColorBravo", glowSpotlightColor);
spotlightMaterial.SetColor("_ColorDelta", bottomSpotlightColor);
}
} }
} }

View file

@ -10,7 +10,8 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
{ {
public double cueStart; public double cueStart;
public float cueLength; public float cueLength;
public int cueType; public string cueType;
public bool spotlightToggle;
private Animator dollHead; private Animator dollHead;
private Animator dollArms; private Animator dollArms;
@ -20,11 +21,17 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
// Start is called before the first frame update // Start is called before the first frame update
void Awake() void Awake()
{ {
game = ClapTrap.instance; game = ClapTrap.instance;
dollHead = game.dollHead; dollHead = game.dollHead;
dollArms = game.dollArms; dollArms = game.dollArms;
}
void Start()
{
game.ScheduleInput((float)cueStart, cueLength, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out); game.ScheduleInput((float)cueStart, cueLength, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out);
gameObject.SetActive(false);
} }
// Update is called once per frame // Update is called once per frame
@ -45,7 +52,7 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
Jukebox.PlayOneShotGame($"clapTrap/barely{UnityEngine.Random.Range(1, 2)}"); Jukebox.PlayOneShotGame($"clapTrap/barely{UnityEngine.Random.Range(1, 2)}");
dollHead.DoScaledAnimationAsync("HeadBarely", 0.5f); dollHead.DoScaledAnimationAsync("HeadBarely", 0.5f);
} }
else if (state == 0f) else if (state >= -0.01f && state <= 0.01f)
{ {
Jukebox.PlayOneShotGame($"clapTrap/aceClap{UnityEngine.Random.Range(1, 4)}"); Jukebox.PlayOneShotGame($"clapTrap/aceClap{UnityEngine.Random.Range(1, 4)}");
dollHead.DoScaledAnimationAsync("HeadHit", 0.5f); dollHead.DoScaledAnimationAsync("HeadHit", 0.5f);
@ -59,7 +66,12 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
dollArms.DoScaledAnimationAsync("ArmsHit", 0.5f); dollArms.DoScaledAnimationAsync("ArmsHit", 0.5f);
game.clapEffect.DoScaledAnimationAsync("ClapEffect", 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) private void Miss(PlayerActionEvent caller)
@ -67,6 +79,11 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
Jukebox.PlayOneShotGame($"clapTrap/miss"); Jukebox.PlayOneShotGame($"clapTrap/miss");
dollHead.DoScaledAnimationAsync("HeadMiss", 0.5f); dollHead.DoScaledAnimationAsync("HeadMiss", 0.5f);
dollArms.DoScaledAnimationAsync("ArmsMiss", 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) private void Out(PlayerActionEvent caller)