I never wanna work on a Call and respone game ever again (#220)
* Added sfx, sprites and folders neccesary. And also made an empty game object for working dough * Started work on the background * Implemented all unanimated sprites * Added Init * Added Prefabs * Added Jumping and Idle Animatins for the Dough Dudes * SmallFix * Start Interval Event Implemented * Added Audio and Small and Big Ball events * Code Improvement + starting making the balls * Added bezier curves * Added First Rendition of Balls * Added NPC Balls and starting doing small transporting animations * SmallFixes * SmallSoundChanges * Implemented Audio and prefunction, not done with it though * In process of fixing set interval * Added more prefunction stuff and also started working on player input * Tried adding player balls, not done, many bugs to fix * Reverted trying to make the playerenterdoughball handle inputs, gonna do it through the main script instead * Sat up input code for later * Input works now! Need to add barely and wrong input animations and fix bugs * Tiny fix * Added first draft of wronginput animations * Finished all input anims, trying to fix bugs * Added finished Spaceship animations * Added Mr Game and Watch WIP and lifting dough dudes * Finished GANDW, fixed some bugs and still fixing bugs, almost done! * DONE * Begun development on tambourine * Working Dough Polish * Added many animations for tambourine * Added Events * Inputs added, near completion * Miss Anims * Animation changes * DONE * fix * FIXED??? * FIXED FOR REAL
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@ -25485,7 +25485,7 @@ MonoBehaviour:
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m_TargetGraphic: {fileID: 1589389272}
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m_HandleRect: {fileID: 1589389271}
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m_Direction: 2
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m_Value: 0
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m_Value: 1
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m_Size: 1
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m_NumberOfSteps: 0
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m_OnValueChanged:
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@ -32510,7 +32510,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 124.46796}
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m_AnchoredPosition: {x: 0, y: 124.46795}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!114 &1154875944
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@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Loaders
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new GameAction("beat intervals", "Start Interval")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.StartInterval(e.beat, e.length); },
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defaultLength = 4f,
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defaultLength = 8f,
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resizable = true,
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priority = 1
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},
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@ -24,13 +24,13 @@ namespace HeavenStudio.Games.Loaders
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, false); },
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defaultLength = 0.5f,
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priority = 2
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priority = 1
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},
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new GameAction("hit", "Hit")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, true); },
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defaultLength = 0.5f,
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priority = 2
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priority = 1
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},
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new GameAction("pass turn", "Pass Turn")
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{
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@ -107,7 +107,7 @@ namespace HeavenStudio.Games
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[Header("Variables")]
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bool intervalStarted;
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float intervalStartBeat;
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float beatInterval = 4f;
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float beatInterval = 8f;
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float misses;
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bool frogPresent;
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@ -181,7 +181,7 @@ namespace HeavenStudio.Games
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intervalStarted = true;
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + beatInterval, delegate { intervalStarted = false; }),
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new BeatAction.Action(beat + interval, delegate { intervalStarted = false; }),
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});
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}
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}
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