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Sword go woosh
This commit is contained in:
RaffyTaffy14 2023-07-07 00:34:28 -04:00
parent c760bab82c
commit 80a0fded97
49 changed files with 4389 additions and 93 deletions

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View file

@ -23941,7 +23941,7 @@ RectTransform:
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m_AnchorMax: {x: 1, y: 0.5}
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m_SizeDelta: {x: 0, y: 0}
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--- !u!114 &1154875944

View file

@ -14,14 +14,14 @@ namespace HeavenStudio.Games.Loaders
{
new GameAction("clap", "Clap")
{
function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["object"]);},
function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.Clap(e.beat, e.length, e["object"], e["spotlight"]);},
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("object", 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 Param("spotlight", true, "Spotlight", "Whether or not there's a spotlight for the cue"),
}
},
new GameAction("change background color", "Change Background Color")
@ -50,8 +50,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("spotlightBottom", ClapTrap.bottomSpotlight, "Bottom Color", "The color at the bottom of the spotlight"),
new Param("spotlightTop", ClapTrap.topSpotlight, "Top Color", "The color at the top of the spotlight"),
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")
},
},
@ -72,13 +72,16 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games
{
public partial class ClapTrap : Minigame
using Scripts_ClapTrap;
public class ClapTrap : Minigame
{
public enum ClapType
{
Hand,
Paw,
Leek,
GreenOnion,
Branch,
Random
}
@ -124,26 +127,6 @@ namespace HeavenStudio.Games
}
}
private static Color _topSpotlight;
public static Color topSpotlight
{
get
{
ColorUtility.TryParseHtmlString("#FFFFFF", out _topSpotlight);
return _topSpotlight;
}
}
private static Color _bottomSpotlight;
public static Color bottomSpotlight
{
get
{
ColorUtility.TryParseHtmlString("#FFE118", out _bottomSpotlight);
return _bottomSpotlight;
}
}
private static Color _glowSpotlight;
public static Color glowSpotlight
{
@ -178,19 +161,23 @@ namespace HeavenStudio.Games
public Animator dollHead;
public Animator dollArms;
public Animator clapEffect;
public Animator sword;
[Header("Values")]
[Header("Sword")]
public GameObject swordObj;
[Header("Properties")]
private bool canClap = true;
private int currentClaps = 0;
private Color backgroundColor;
void Awake()
{
instance = this;
spotlightMaterial.SetColor("_ColorAlpha", topSpotlight);
spotlightMaterial.SetColor("_ColorAlpha", glowSpotlight);
spotlightMaterial.SetColor("_ColorBravo", glowSpotlight);
spotlightMaterial.SetColor("_ColorDelta", bottomSpotlight);
spotlightMaterial.SetColor("_ColorDelta", defaultBgColor);
backgroundColor = defaultBgColor;
}
@ -221,11 +208,10 @@ namespace HeavenStudio.Games
spotlight.SetActive(false);
bg.color = backgroundColor;
}
print(currentClaps);
}
public void Clap(float beat, float length, int type)
public void Clap(float beat, float length, int type, bool spotlightToggle)
{
MultiSound.Play(new MultiSound.Sound[] {
@ -234,56 +220,35 @@ namespace HeavenStudio.Games
new MultiSound.Sound("clapTrap/donk", beat + length * 2),
new MultiSound.Sound("clapTrap/whiff", beat + length * 4, offset : (float)(Jukebox.GetClipLengthGame("clapTrap/whiff"))),
}, forcePlay: true);
ScheduleInput(beat, length * 4, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out);
currentClaps += 1;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
if (spotlightToggle)
{
currentClaps += 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)
{
backgroundColor = bg.color;
}
bg.color = Color.black;
}
private void Hit(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
Jukebox.PlayOneShotGame($"clapTrap/barely{UnityEngine.Random.Range(1, 2)}");
dollHead.DoScaledAnimationAsync("HeadBarely", 0.5f);
}
else if (state == 0f) {
Jukebox.PlayOneShotGame($"clapTrap/aceClap{UnityEngine.Random.Range(1, 4)}");
dollHead.DoScaledAnimationAsync("HeadHit", 0.5f);
}
else {
Jukebox.PlayOneShotGame($"clapTrap/goodClap{UnityEngine.Random.Range(1, 4)}");
dollHead.DoScaledAnimationAsync("HeadHit", 0.5f);
if (bg.color != Color.black)
{
backgroundColor = bg.color;
}
bg.color = Color.black;
}
dollArms.DoScaledAnimationAsync("ArmsHit", 0.5f);
clapEffect.DoScaledAnimationAsync("ClapEffect", 0.5f);
}
Sword swordClone = Instantiate(swordObj, gameObject.transform).GetComponent<Sword>();
swordClone.cueLength = length * 4;
swordClone.cueStart = beat;
swordClone.cueType = type;
private void Miss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame($"clapTrap/miss");
dollHead.DoScaledAnimationAsync("HeadMiss", 0.5f);
dollArms.DoScaledAnimationAsync("ArmsMiss", 0.5f);
}
private void Out(PlayerActionEvent caller)
{
}
public void DollAnimations(float beat, int animate)
{
if (animate == 0)

View file

@ -0,0 +1,72 @@
using HeavenStudio.Util;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_ClapTrap
{
public class Sword : MonoBehaviour
{
public double cueStart;
public double cueLength;
public int cueType;
// Start is called before the first frame update
void Awake()
{
ClapTrap.instance.ScheduleInput(cueStart, cueLength, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out);
}
// Update is called once per frame
void Update()
{
}
void KillYourselfNow()
{
GameObject.Destroy(gameObject);
}
private void Hit(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShotGame($"clapTrap/barely{UnityEngine.Random.Range(1, 2)}");
dollHead.DoScaledAnimationAsync("HeadBarely", 0.5f);
}
else if (state == 0f)
{
Jukebox.PlayOneShotGame($"clapTrap/aceClap{UnityEngine.Random.Range(1, 4)}");
dollHead.DoScaledAnimationAsync("HeadHit", 0.5f);
}
else
{
Jukebox.PlayOneShotGame($"clapTrap/goodClap{UnityEngine.Random.Range(1, 4)}");
dollHead.DoScaledAnimationAsync("HeadHit", 0.5f);
}
dollArms.DoScaledAnimationAsync("ArmsHit", 0.5f);
clapEffect.DoScaledAnimationAsync("ClapEffect", 0.5f);
swordClone.SetActive(true);
swordClone.GetComponent<Animator>().DoScaledAnimationAsync("swordHandHit", 0.5f);
}
private void Miss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame($"clapTrap/miss");
dollHead.DoScaledAnimationAsync("HeadMiss", 0.5f);
dollArms.DoScaledAnimationAsync("ArmsMiss", 0.5f);
}
private void Out(PlayerActionEvent caller)
{
}
}
}

View file

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