Merge branch 'megaminerjenny:master' into master
This commit is contained in:
commit
8e199a984c
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Assets/Scripts/.DS_Store
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Normal file
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Assets/Scripts/.DS_Store
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Normal file
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Normal file
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49
Assets/Scripts/Games/Tambourine/Tambourine.cs
Normal file
49
Assets/Scripts/Games/Tambourine/Tambourine.cs
Normal file
|
@ -0,0 +1,49 @@
|
|||
using HeavenStudio.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
using static Minigames;
|
||||
public static class RvlTambourineLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("tambourine", "Tambourine \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "812021", false, false, new List<GameAction>()
|
||||
{
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
//using Scripts_Tambourine;
|
||||
public class Tambourine : Minigame
|
||||
{
|
||||
[Header("Components")]
|
||||
[SerializeField] Animator handsAnimator;
|
||||
|
||||
public static Tambourine instance;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
handsAnimator.Play("Shake", 0, 0);
|
||||
//Jukebox.PlayOneShotGame("workingDough/PlayerSmallJump");
|
||||
}
|
||||
else if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
|
||||
{
|
||||
handsAnimator.Play("Smack", 0, 0);
|
||||
//Jukebox.PlayOneShotGame("workingDough/PlayerBigJump");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
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53
Assets/Scripts/Games/WorkingDough/Bop.anim
Normal file
53
Assets/Scripts/Games/WorkingDough/Bop.anim
Normal file
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%YAML 1.1
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m_LoopBlend: 0
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m_LoopBlendOrientation: 0
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m_LoopBlendPositionY: 0
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m_LoopBlendPositionXZ: 0
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m_KeepOriginalOrientation: 0
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m_KeepOriginalPositionY: 1
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m_KeepOriginalPositionXZ: 0
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m_Mirror: 0
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m_EditorCurves: []
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8
Assets/Scripts/Games/WorkingDough/Bop.anim.meta
Normal file
8
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Normal file
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|
@ -11,12 +11,12 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("workingDough", "Working Dough \n<color=#eb5454>[WIP]</color>", "090909", false, false, new List<GameAction>()
|
||||
return new Minigame("workingDough", "Working Dough", "090909", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("beat intervals", "Start Interval")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSetIntervalStart(e.beat, e.length); },
|
||||
defaultLength = 4f,
|
||||
defaultLength = 8f,
|
||||
resizable = true,
|
||||
priority = 1
|
||||
},
|
||||
|
@ -24,23 +24,27 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSpawnBall(e.beat, false); },
|
||||
defaultLength = 0.5f,
|
||||
priority = 2
|
||||
},
|
||||
new GameAction("big ball", "Big Ball")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSpawnBall(e.beat, true); },
|
||||
defaultLength = 0.5f,
|
||||
priority = 2
|
||||
},
|
||||
new GameAction("launch spaceship", "Launch Spaceship")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = true
|
||||
resizable = true,
|
||||
priority = 3
|
||||
},
|
||||
new GameAction("rise spaceship", "Rise Up Spaceship")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = true
|
||||
resizable = true,
|
||||
priority = 3
|
||||
},
|
||||
new GameAction("lift dough dudes", "Lift Dough Dudes")
|
||||
{
|
||||
|
@ -50,7 +54,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new Param("toggle", false, "Go Up?", "Toggle to go Up or Down.")
|
||||
},
|
||||
resizable = true
|
||||
resizable = true,
|
||||
priority = 3
|
||||
},
|
||||
new GameAction("instant lift", "Instant Lift")
|
||||
{
|
||||
|
@ -60,6 +65,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("toggle", true, "Go Up?", "Toggle to go Up or Down.")
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
priority = 3
|
||||
},
|
||||
new GameAction("mr game and watch enter or exit", "Mr. G&W Enter or Exit")
|
||||
{
|
||||
|
@ -69,7 +75,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new Param("toggle", false, "Should exit?", "Toggle to make him leave or enter.")
|
||||
},
|
||||
resizable = true
|
||||
resizable = true,
|
||||
priority = 3
|
||||
},
|
||||
new GameAction("instant game and watch", "Instant Mr. G&W Enter or Exit")
|
||||
{
|
||||
|
@ -79,6 +86,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("toggle", false, "Exit?", "Toggle to make him leave or enter.")
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
priority = 3
|
||||
},
|
||||
});
|
||||
}
|
||||
|
@ -129,7 +137,7 @@ namespace HeavenStudio.Games
|
|||
float risingStartBeat;
|
||||
float liftingLength = 4f;
|
||||
float liftingStartBeat;
|
||||
public float beatInterval = 4f;
|
||||
public float beatInterval = 8f;
|
||||
float gandMovingLength = 4f;
|
||||
float gandMovingStartBeat;
|
||||
public bool bigMode;
|
||||
|
@ -153,7 +161,7 @@ namespace HeavenStudio.Games
|
|||
bool liftingDoughDudes;
|
||||
string liftingAnimName;
|
||||
bool ballTriggerSetInterval = true;
|
||||
bool gandwHasEntered;
|
||||
bool gandwHasEntered = true;
|
||||
bool gandwMoving;
|
||||
string gandwMovingAnimName;
|
||||
|
||||
|
|
|
@ -14,17 +14,17 @@ namespace HeavenStudio
|
|||
public const int RIGHT = 1;
|
||||
public const int DOWN = 2;
|
||||
public const int LEFT = 3;
|
||||
|
||||
|
||||
///////////////////////////////
|
||||
////TEMPORARY JSL FUNCTIONS////
|
||||
///////////////////////////////
|
||||
|
||||
|
||||
static int jslDevicesFound = 0;
|
||||
static int jslDevicesConnected = 0;
|
||||
static int[] jslDeviceHandles;
|
||||
|
||||
|
||||
static List<InputController> inputDevices;
|
||||
|
||||
|
||||
public static int InitInputControllers()
|
||||
{
|
||||
inputDevices = new List<InputController>();
|
||||
|
@ -34,11 +34,11 @@ namespace HeavenStudio
|
|||
keyboard.InitializeController();
|
||||
inputDevices.Add(keyboard);
|
||||
//end Keyboard setup
|
||||
|
||||
|
||||
//JoyShock setup
|
||||
Debug.Log("Flushing possible JoyShocks...");
|
||||
DisconnectJoyshocks();
|
||||
|
||||
|
||||
jslDevicesFound = JslConnectDevices();
|
||||
if (jslDevicesFound > 0)
|
||||
{
|
||||
|
@ -53,7 +53,7 @@ namespace HeavenStudio
|
|||
Debug.Log("Found " + jslDevicesFound + " JoyShocks.");
|
||||
Debug.Log("Connected " + jslDevicesConnected + " JoyShocks.");
|
||||
}
|
||||
|
||||
|
||||
foreach (int i in jslDeviceHandles)
|
||||
{
|
||||
Debug.Log("Setting up JoyShock: ( Handle " + i + ", type " + JslGetControllerType(i) + " )");
|
||||
|
@ -68,25 +68,36 @@ namespace HeavenStudio
|
|||
Debug.Log("No JoyShocks found.");
|
||||
}
|
||||
//end JoyShock setup
|
||||
|
||||
|
||||
//TODO: XInput setup (boo)
|
||||
//end XInput setup
|
||||
|
||||
|
||||
return inputDevices.Count;
|
||||
}
|
||||
|
||||
|
||||
public static int GetNumControllersConnected()
|
||||
{
|
||||
return inputDevices.Count;
|
||||
}
|
||||
|
||||
|
||||
public static List<InputController> GetInputControllers()
|
||||
{
|
||||
return inputDevices;
|
||||
}
|
||||
|
||||
|
||||
public static InputController GetInputController(int player)
|
||||
{
|
||||
// Needed so Keyboard works on MacOS
|
||||
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
|
||||
inputDevices = new List<InputController>();
|
||||
if(inputDevices.Count < 1)
|
||||
{
|
||||
InputKeyboard keyboard = new InputKeyboard();
|
||||
keyboard.SetPlayer(1);
|
||||
keyboard.InitializeController();
|
||||
inputDevices.Add(keyboard);
|
||||
}
|
||||
#endif
|
||||
//select input controller that has player field set to player
|
||||
//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
|
||||
//so such controllers should have a reference to the other controller in the pair
|
||||
|
@ -99,13 +110,26 @@ namespace HeavenStudio
|
|||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
public static int GetInputControllerId(int player)
|
||||
{
|
||||
//select input controller id that has player field set to player
|
||||
//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
|
||||
//so such controllers should have a reference to the other controller in the pair
|
||||
//controller IDs are determined by connection order (the Keyboard is always first)
|
||||
|
||||
|
||||
// Needed so Keyboard works on MacOS
|
||||
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
|
||||
inputDevices = new List<InputController>();
|
||||
if(inputDevices.Count < 1)
|
||||
{
|
||||
InputKeyboard keyboard = new InputKeyboard();
|
||||
keyboard.SetPlayer(1);
|
||||
keyboard.InitializeController();
|
||||
inputDevices.Add(keyboard);
|
||||
}
|
||||
#endif
|
||||
for (int i = 0; i < inputDevices.Count; i++)
|
||||
{
|
||||
if (inputDevices[i].GetPlayer() == player)
|
||||
|
@ -115,15 +139,26 @@ namespace HeavenStudio
|
|||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
public static void UpdateInputControllers()
|
||||
{
|
||||
// Needed so Keyboard works on MacOS
|
||||
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
|
||||
inputDevices = new List<InputController>();
|
||||
if(inputDevices.Count < 1)
|
||||
{
|
||||
InputKeyboard keyboard = new InputKeyboard();
|
||||
keyboard.SetPlayer(1);
|
||||
keyboard.InitializeController();
|
||||
inputDevices.Add(keyboard);
|
||||
}
|
||||
#endif
|
||||
foreach (InputController i in inputDevices)
|
||||
{
|
||||
i.UpdateState();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static void DisconnectJoyshocks()
|
||||
{
|
||||
if (jslDeviceHandles != null && jslDevicesConnected > 0 && jslDeviceHandles.Length > 0)
|
||||
|
@ -141,7 +176,7 @@ namespace HeavenStudio
|
|||
jslDevicesFound = 0;
|
||||
jslDevicesConnected = 0;
|
||||
}
|
||||
|
||||
|
||||
// The autoplay isn't activated AND
|
||||
// The song is actually playing AND
|
||||
// The GameManager allows you to Input
|
||||
|
@ -149,99 +184,99 @@ namespace HeavenStudio
|
|||
{
|
||||
return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
|
||||
/*--------------------*/
|
||||
/* MAIN INPUT METHODS */
|
||||
/*--------------------*/
|
||||
|
||||
|
||||
// BUTTONS
|
||||
//TODO: refactor for controller and custom binds, currently uses temporary button checks
|
||||
|
||||
|
||||
public static bool Pressed(bool includeDPad = false)
|
||||
{
|
||||
bool keyDown = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionDown());
|
||||
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput ;
|
||||
}
|
||||
|
||||
|
||||
public static bool PressedUp(bool includeDPad = false)
|
||||
{
|
||||
bool keyUp = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionUp());
|
||||
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
|
||||
public static bool Pressing(bool includeDPad = false)
|
||||
{
|
||||
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirection());
|
||||
return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public static bool AltPressed()
|
||||
{
|
||||
bool down = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadS);
|
||||
return down && playerHasControl();
|
||||
}
|
||||
|
||||
|
||||
public static bool AltPressedUp()
|
||||
{
|
||||
bool up = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadS);
|
||||
return up && playerHasControl();
|
||||
}
|
||||
|
||||
|
||||
public static bool AltPressing()
|
||||
{
|
||||
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadS);
|
||||
return pressing && playerHasControl();
|
||||
}
|
||||
|
||||
|
||||
//Directions
|
||||
|
||||
|
||||
public static bool GetAnyDirectionDown()
|
||||
{
|
||||
InputController c = GetInputController(1);
|
||||
return (c.GetHatDirectionDown((InputController.InputDirection) UP)
|
||||
|| c.GetHatDirectionDown((InputController.InputDirection) DOWN)
|
||||
|| c.GetHatDirectionDown((InputController.InputDirection) LEFT)
|
||||
|| c.GetHatDirectionDown((InputController.InputDirection) RIGHT)
|
||||
) && playerHasControl();
|
||||
|
||||
|| c.GetHatDirectionDown((InputController.InputDirection) DOWN)
|
||||
|| c.GetHatDirectionDown((InputController.InputDirection) LEFT)
|
||||
|| c.GetHatDirectionDown((InputController.InputDirection) RIGHT)
|
||||
) && playerHasControl();
|
||||
|
||||
}
|
||||
|
||||
|
||||
public static bool GetAnyDirectionUp()
|
||||
{
|
||||
InputController c = GetInputController(1);
|
||||
return (c.GetHatDirectionUp((InputController.InputDirection) UP)
|
||||
|| c.GetHatDirectionUp((InputController.InputDirection) DOWN)
|
||||
|| c.GetHatDirectionUp((InputController.InputDirection) LEFT)
|
||||
|| c.GetHatDirectionUp((InputController.InputDirection) RIGHT)
|
||||
) && playerHasControl();
|
||||
|
||||
|| c.GetHatDirectionUp((InputController.InputDirection) DOWN)
|
||||
|| c.GetHatDirectionUp((InputController.InputDirection) LEFT)
|
||||
|| c.GetHatDirectionUp((InputController.InputDirection) RIGHT)
|
||||
) && playerHasControl();
|
||||
|
||||
}
|
||||
|
||||
|
||||
public static bool GetAnyDirection()
|
||||
{
|
||||
InputController c = GetInputController(1);
|
||||
return (c.GetHatDirection((InputController.InputDirection) UP)
|
||||
|| c.GetHatDirection((InputController.InputDirection) DOWN)
|
||||
|| c.GetHatDirection((InputController.InputDirection) LEFT)
|
||||
|| c.GetHatDirection((InputController.InputDirection) RIGHT)
|
||||
) && playerHasControl();
|
||||
|
||||
|| c.GetHatDirection((InputController.InputDirection) DOWN)
|
||||
|| c.GetHatDirection((InputController.InputDirection) LEFT)
|
||||
|| c.GetHatDirection((InputController.InputDirection) RIGHT)
|
||||
) && playerHasControl();
|
||||
|
||||
}
|
||||
|
||||
|
||||
public static bool GetSpecificDirection(int direction)
|
||||
{
|
||||
return GetInputController(1).GetHatDirection((InputController.InputDirection) direction) && playerHasControl();
|
||||
}
|
||||
|
||||
|
||||
public static bool GetSpecificDirectionDown(int direction)
|
||||
{
|
||||
return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction) && playerHasControl();
|
||||
}
|
||||
|
||||
|
||||
public static bool GetSpecificDirectionUp(int direction)
|
||||
{
|
||||
return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction) && playerHasControl();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,7 +29,8 @@ This project is still in development, so there are currently no release builds y
|
|||
- [MacOS](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneOSX-build.zip)
|
||||
|
||||
## Self-Building
|
||||
#### Note: Mac-OS and Linux-based builds are not fully tested, you may [experience bugs with audio-related tasks](https://github.com/megaminerjenny/HeavenStudio/issues/72).
|
||||
#### Note: MacOS and Linux-based builds are not fully tested, you may [experience bugs with audio-related tasks](https://github.com/megaminerjenny/HeavenStudio/issues/72).
|
||||
#### Note: on MacOS, You need to [set the app as executable by yourself](https://cdn.discordapp.com/attachments/954121092564402207/1060769484278861844/IMG_6336.jpg).
|
||||
Heaven Studio is made in [Unity 2020.3.25f1](https://unity3d.com/unity/whats-new/2020.3.25),
|
||||
and programmed with [Visual Studio Code](https://code.visualstudio.com/).
|
||||
|
||||
|
|
Loading…
Reference in a new issue