Blue Bear Additions (#365)
* Set up blue bear for animations and fixed tap trial again * eyes closed anims * hi * z axis awkward * smile anim * Anim stuff implemented * bunch of animations * oops * all anims But the crumbs! * All animations implemented * Set emotion is not stretchable anymore * Crumb animators added * hd sprites 2 * Implemented more anims yahoo * upscaled other sheet, anim stuff * small fix * more anims * crumb anims * Face crumbs implemented * final anims * oops --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
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|
|
@ -23,6 +23,31 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); },
|
||||
defaultLength = 4,
|
||||
},
|
||||
new GameAction("setEmotion", "Set Emotion")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetEmotion(e.beat, e.length, e["type"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", BlueBear.EmotionType.ClosedEyes, "Type", "Which emotion should the blue bear use?")
|
||||
}
|
||||
},
|
||||
new GameAction("wind", "Wind")
|
||||
{
|
||||
function = delegate { BlueBear.instance.Wind(); },
|
||||
defaultLength = 0.5f
|
||||
},
|
||||
new GameAction("crumb", "Set Crumb Threshold")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetCrumbThreshold(e["right"], e["left"], e["reset"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("right", new EntityTypes.Integer(0, 500, 15), "Right Crumb", "How many treats should the bear eat before the right crumb can appear on his face?"),
|
||||
new Param("left", new EntityTypes.Integer(0, 500, 30), "Left Crumb", "How many treats should the bear eat before the left crumb can appear on his face?"),
|
||||
new Param("reset", false, "Reset Treats Eaten", "Should the numbers of treats eaten be reset?")
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -33,13 +58,26 @@ namespace HeavenStudio.Games
|
|||
using Scripts_BlueBear;
|
||||
public class BlueBear : Minigame
|
||||
{
|
||||
public enum EmotionType
|
||||
{
|
||||
Neutral,
|
||||
ClosedEyes,
|
||||
LookUp,
|
||||
Smile,
|
||||
Sad,
|
||||
InstaSad,
|
||||
Sigh
|
||||
}
|
||||
[Header("Animators")]
|
||||
public Animator headAndBodyAnim; // Head and body
|
||||
public Animator bagsAnim; // Both bags sprite
|
||||
public Animator donutBagAnim; // Individual donut bag
|
||||
public Animator cakeBagAnim; // Individual cake bag
|
||||
[SerializeField] Animator windAnim;
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] GameObject leftCrumb;
|
||||
[SerializeField] GameObject rightCrumb;
|
||||
public GameObject donutBase;
|
||||
public GameObject cakeBase;
|
||||
public GameObject crumbsBase;
|
||||
|
@ -47,6 +85,15 @@ namespace HeavenStudio.Games
|
|||
public Transform crumbsHolder;
|
||||
public GameObject individualBagHolder;
|
||||
|
||||
[Header("Variables")]
|
||||
static int rightCrumbAppearThreshold = 15;
|
||||
static int leftCrumbAppearThreshold = 30;
|
||||
static int eatenTreats = 0;
|
||||
float emotionStartBeat;
|
||||
float emotionLength;
|
||||
string emotionAnimName;
|
||||
bool crying;
|
||||
|
||||
[Header("Curves")]
|
||||
public BezierCurve3D donutCurve;
|
||||
public BezierCurve3D cakeCurve;
|
||||
|
@ -59,9 +106,18 @@ namespace HeavenStudio.Games
|
|||
|
||||
public static BlueBear instance;
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (Conductor.instance.isPlaying || Conductor.instance.isPaused) return;
|
||||
rightCrumbAppearThreshold = 15;
|
||||
leftCrumbAppearThreshold = 30;
|
||||
eatenTreats = 0;
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
if (Conductor.instance.isPlaying || Conductor.instance.isPaused) EatTreat(true);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -70,11 +126,67 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (PlayerInput.GetAnyDirectionDown() && !IsExpectingInputNow(InputType.DIRECTION_DOWN))
|
||||
{
|
||||
headAndBodyAnim.Play("BiteL", 0, 0);
|
||||
Bite(true);
|
||||
}
|
||||
else if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
headAndBodyAnim.Play("BiteR", 0, 0);
|
||||
Bite(false);
|
||||
}
|
||||
|
||||
var cond = Conductor.instance;
|
||||
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
float normalizedBeat = cond.GetPositionFromBeat(emotionStartBeat, emotionLength);
|
||||
if (normalizedBeat >= 0 && normalizedBeat <= 1f)
|
||||
{
|
||||
//headAndBodyAnim.DoNormalizedAnimation(emotionAnimName, normalizedBeat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Wind()
|
||||
{
|
||||
windAnim.Play("Wind", 0, 0);
|
||||
}
|
||||
|
||||
public void Bite(bool left)
|
||||
{
|
||||
if (crying)
|
||||
{
|
||||
headAndBodyAnim.Play(left ? "CryBiteL" : "CryBiteR", 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
headAndBodyAnim.Play(left ? "BiteL" : "BiteR", 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetCrumbThreshold(int rightThreshold, int leftThreshold, bool reset)
|
||||
{
|
||||
rightCrumbAppearThreshold = rightThreshold;
|
||||
leftCrumbAppearThreshold = leftThreshold;
|
||||
if (reset) eatenTreats = 0;
|
||||
}
|
||||
|
||||
public void EatTreat(bool onlyCheck = false)
|
||||
{
|
||||
if (!onlyCheck) eatenTreats++;
|
||||
if (eatenTreats >= leftCrumbAppearThreshold)
|
||||
{
|
||||
leftCrumb.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
leftCrumb.SetActive(false);
|
||||
}
|
||||
if (eatenTreats >= rightCrumbAppearThreshold)
|
||||
{
|
||||
rightCrumb.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
rightCrumb.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -96,6 +208,60 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void SetEmotion(float beat, float length, int emotion)
|
||||
{
|
||||
switch (emotion)
|
||||
{
|
||||
case (int)EmotionType.Neutral:
|
||||
if (emotionAnimName == "Smile")
|
||||
{
|
||||
headAndBodyAnim.Play("StopSmile", 0, 0);
|
||||
emotionAnimName = "";
|
||||
}
|
||||
else
|
||||
{
|
||||
headAndBodyAnim.Play("Idle", 0, 0);
|
||||
}
|
||||
crying = false;
|
||||
break;
|
||||
case (int)EmotionType.ClosedEyes:
|
||||
headAndBodyAnim.Play("EyesClosed", 0, 0);
|
||||
crying = false;
|
||||
break;
|
||||
case (int)EmotionType.LookUp:
|
||||
emotionStartBeat = beat;
|
||||
emotionLength = length;
|
||||
emotionAnimName = "OpenEyes";
|
||||
headAndBodyAnim.Play(emotionAnimName, 0, 0);
|
||||
crying = false;
|
||||
break;
|
||||
case (int)EmotionType.Smile:
|
||||
emotionStartBeat = beat;
|
||||
emotionLength = length;
|
||||
emotionAnimName = "Smile";
|
||||
headAndBodyAnim.Play(emotionAnimName, 0, 0);
|
||||
crying = false;
|
||||
break;
|
||||
case (int)EmotionType.Sad:
|
||||
emotionStartBeat = beat;
|
||||
emotionLength = length;
|
||||
emotionAnimName = "Sad";
|
||||
headAndBodyAnim.Play(emotionAnimName, 0, 0);
|
||||
crying = true;
|
||||
break;
|
||||
case (int)EmotionType.InstaSad:
|
||||
headAndBodyAnim.Play("CryIdle", 0, 0);
|
||||
crying = true;
|
||||
break;
|
||||
case (int)EmotionType.Sigh:
|
||||
headAndBodyAnim.Play("Sigh", 0, 0);
|
||||
crying = false;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnTreat(float beat, bool isCake)
|
||||
{
|
||||
var objectToSpawn = isCake ? cakeBase : donutBase;
|
||||
|
|
|
@ -59,15 +59,16 @@ namespace HeavenStudio.Games.Scripts_BlueBear
|
|||
|
||||
if (isCake)
|
||||
{
|
||||
game.headAndBodyAnim.Play("BiteL", 0, 0);
|
||||
Jukebox.PlayOneShotGame("blueBear/chompCake");
|
||||
}
|
||||
else
|
||||
{
|
||||
game.headAndBodyAnim.Play("BiteR", 0, 0);
|
||||
Jukebox.PlayOneShotGame("blueBear/chompDonut");
|
||||
}
|
||||
|
||||
game.Bite(isCake);
|
||||
game.EatTreat();
|
||||
|
||||
SpawnCrumbs();
|
||||
|
||||
GameObject.Destroy(gameObject);
|
||||
|
|
|
@ -211,7 +211,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 2f, delegate { isPrep = false; })
|
||||
new BeatAction.Action(beat + 1.5f, delegate { isPrep = false; })
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -246,7 +246,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 1.99f, delegate { isPrep = false; })
|
||||
new BeatAction.Action(beat + 1.5f, delegate { isPrep = false; })
|
||||
});
|
||||
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnDoubleTap, OnTapMiss, OnEmpty);
|
||||
|
|
Loading…
Reference in a new issue