almost done

just needs (a lot of) finishing touches
This commit is contained in:
ThePurpleAnon 2024-03-01 00:40:14 -06:00
parent 059dd364cb
commit 9bd67b460c
16 changed files with 1324 additions and 1317 deletions

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@ -26851,7 +26851,7 @@ MonoBehaviour:
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View file

@ -206,6 +206,7 @@ namespace HeavenStudio.Games
bool playerSucceeded = false; bool playerSucceeded = false;
bool fellTooFar = false; bool fellTooFar = false;
bool checkFallingDistance = false; bool checkFallingDistance = false;
double successAnimationKillOnBeat = double.MaxValue;
bool flowForward = true; bool flowForward = true;
@ -634,7 +635,7 @@ namespace HeavenStudio.Games
}, forcePlay: true); }, forcePlay: true);
} }
public void ChargeUp(double beat, double actualLength, bool forceHold, int whichDrum, bool bubble = false, int endText = 0, int textLength = 4, string successText = "", string failText = "", int destination = 1, string customDestination = "You arrived in The Backrooms!") //TO DO: make this inactive public void ChargeUp(double beat, double actualLength, bool forceHold, int whichDrum, bool bubble = false, int endText = 0, int textLength = 4, string successText = "", string failText = "", int destination = 1, string customDestination = "You arrived in The Backrooms!")
{ {
//convert length to an integer, which is at least 2 //convert length to an integer, which is at least 2
double length = Math.Ceiling(actualLength); double length = Math.Ceiling(actualLength);
@ -643,6 +644,9 @@ namespace HeavenStudio.Games
//hose count animation //hose count animation
nextIsland.ChargerArmCountIn(beat); nextIsland.ChargerArmCountIn(beat);
//cancel previous success animation if needed
successAnimationKillOnBeat = beat - 1;
//input //input
switch(whichDrum) switch(whichDrum)
{ {
@ -673,7 +677,7 @@ namespace HeavenStudio.Games
SpawnJourney(journeyBeat, yardsTextLength - 1); SpawnJourney(journeyBeat, yardsTextLength - 1);
})); }));
//spawns the countdown bubble, allows stones to fall //spawns the countdown bubble, allows stones to fall, resets the success anim killer
actions.Add(new(beat, delegate { actions.Add(new(beat, delegate {
countBubble.SetActive(bubble); countBubble.SetActive(bubble);
foreach (var a in stonePlatformJourney) foreach (var a in stonePlatformJourney)
@ -681,6 +685,7 @@ namespace HeavenStudio.Games
stone = a.thisPlatform; stone = a.thisPlatform;
stone.isBeingSet = false; stone.isBeingSet = false;
} }
successAnimationKillOnBeat = double.MaxValue;
})); }));
length += 1; length += 1;
@ -718,7 +723,7 @@ namespace HeavenStudio.Games
{ {
//sound //sound
isInputting = true; //starts the drums isInputting = true; //starts the drums
//SoundByte.PlayOneShotGame("chargingChicken/inputJust", pitch: 0.9f, volume: 0.8f); //TO DO: maybe change this //SoundByte.PlayOneShotGame("chargingChicken/inputJust", pitch: 0.9f, volume: 0.8f);
//chicken animation //chicken animation
ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f); ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f);
@ -734,7 +739,7 @@ namespace HeavenStudio.Games
isInputting = true; //starts the drums isInputting = true; //starts the drums
SoundByte.PlayOneShotGame("chargingChicken/kick"); SoundByte.PlayOneShotGame("chargingChicken/kick");
SoundByte.PlayOneShotGame("chargingChicken/hihat"); SoundByte.PlayOneShotGame("chargingChicken/hihat");
//SoundByte.PlayOneShotGame("chargingChicken/inputJust", pitch: 0.9f, volume: 0.8f); //TO DO: maybe change this //SoundByte.PlayOneShotGame("chargingChicken/inputJust", pitch: 0.9f, volume: 0.8f);
//chicken animation //chicken animation
ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f); ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f);
@ -749,7 +754,7 @@ namespace HeavenStudio.Games
//sound //sound
isInputting = true; //starts the drums isInputting = true; //starts the drums
SoundByte.PlayOneShotGame("chargingChicken/AMEN1"); SoundByte.PlayOneShotGame("chargingChicken/AMEN1");
//SoundByte.PlayOneShotGame("chargingChicken/inputJust", pitch: 0.9f, volume: 0.8f); //TO DO: maybe change this //SoundByte.PlayOneShotGame("chargingChicken/inputJust", pitch: 0.9f, volume: 0.8f);
//chicken animation //chicken animation
ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f); ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f);
@ -764,11 +769,11 @@ namespace HeavenStudio.Games
//sound //sound
isInputting = false; //ends the drums (just in case) isInputting = false; //ends the drums (just in case)
//erase text TO DO: make this happen later (but for now it's fine here) //erase text
yardsTextIsEditable = false; yardsTextIsEditable = false;
yardsText.text = ""; yardsText.text = "";
//despawn the counting bubble TO DO: make this happen later (but for now it's fine here) //despawn the counting bubble
countBubble.SetActive(false); countBubble.SetActive(false);
} }
@ -779,7 +784,7 @@ namespace HeavenStudio.Games
public void EndChargingMiss(PlayerActionEvent caller) public void EndChargingMiss(PlayerActionEvent caller)
{ {
if (isInputting) ChickenAnim.DoScaledAnimationAsync("Bomb", 0.5f);
} }
public void Nothing(PlayerActionEvent caller) { } public void Nothing(PlayerActionEvent caller) { }
@ -855,7 +860,7 @@ namespace HeavenStudio.Games
CollapseUnderPlayer(); CollapseUnderPlayer();
}), }),
new BeatAction.Action(beat + 1, delegate { new BeatAction.Action(beat + 1, delegate {
Explode(); Explode(length);
}), }),
}); });
} }
@ -906,6 +911,9 @@ namespace HeavenStudio.Games
currentIsland.BlastoffAnimation(); currentIsland.BlastoffAnimation();
//buncha math here //buncha math here
currentIsland.PositionIsland(0);
currentIsland.transform.localPosition = new Vector3(0, 0, 0);
nextIsland.isMoving = true; nextIsland.isMoving = true;
currentIsland.isMoving = true; currentIsland.isMoving = true;
@ -978,7 +986,8 @@ namespace HeavenStudio.Games
BeatAction.New(GameManager.instance, new List<BeatAction.Action>() BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(journeyIntendedLength + (currentIsland.journeyLength * 2) + 1, delegate { new BeatAction.Action(journeyIntendedLength + (currentIsland.journeyLength * 2) + 1, delegate {
SuccessAnim();
nextIsland.isMoving = false; nextIsland.isMoving = false;
currentIsland.isMoving = false; currentIsland.isMoving = false;
foreach (var a in stonePlatformJourney) foreach (var a in stonePlatformJourney)
@ -991,6 +1000,22 @@ namespace HeavenStudio.Games
} }
} }
public void SuccessAnim()
{
if (Conductor.instance.songPositionInBeatsAsDouble < successAnimationKillOnBeat)
{
ChickenAnim.DoScaledAnimationAsync("Success", 0.5f);
}
}
public void RespawnedAnim()
{
if (Conductor.instance.songPositionInBeatsAsDouble < successAnimationKillOnBeat)
{
ChickenAnim.DoScaledAnimationAsync("Back", 0.5f);
}
}
public void Uncharge() public void Uncharge()
{ {
ChickenAnim.DoScaledAnimationAsync("Idle", 0.5f); ChickenAnim.DoScaledAnimationAsync("Idle", 0.5f);
@ -1008,9 +1033,12 @@ namespace HeavenStudio.Games
countBubble.SetActive(false); countBubble.SetActive(false);
} }
public void CollapseUnderPlayer() //TO DO: change this public void CollapseUnderPlayer()
{ {
if (isInputting) return; if (isInputting) return;
currentIsland.PositionIsland(0);
currentIsland.transform.localPosition = new Vector3(0, 0, 0);
isInputting = false; isInputting = false;
nextIsland.journeyEnd = nextIsland.journeyLength * platformDistanceConstant * platformsPerBeat + (platformDistanceConstant / 2); nextIsland.journeyEnd = nextIsland.journeyLength * platformDistanceConstant * platformsPerBeat + (platformDistanceConstant / 2);
@ -1033,10 +1061,13 @@ namespace HeavenStudio.Games
ChickenFall(false); ChickenFall(false);
} }
public void Explode() //TO DO: fix the hell out of this public void Explode(double length)
{ {
if (!isInputting) return; if (!isInputting) return;
currentIsland.PositionIsland(0);
currentIsland.transform.localPosition = new Vector3(0, 0, 0);
isInputting = false; isInputting = false;
nextIsland.journeyEnd = nextIsland.journeyLength * platformDistanceConstant * platformsPerBeat; nextIsland.journeyEnd = nextIsland.journeyLength * platformDistanceConstant * platformsPerBeat;
currentIsland.journeyEnd = 0; currentIsland.journeyEnd = 0;
@ -1056,7 +1087,7 @@ namespace HeavenStudio.Games
//burn animation //burn animation
ChickenAnim.DoScaledAnimationAsync("Gone", 0.5f); ChickenAnim.DoScaledAnimationAsync("Gone", 0.5f);
currentIsland.FakeChickenAnim.DoScaledAnimationAsync("Burn", 0.5f); currentIsland.FakeChickenAnim.DoScaledAnimationAsync("Burn", 0.5f);
ChickenRespawn(); ChickenRespawn(Math.Min(length / 2, 3));
} }
public void ChickenFall(bool fellTooFar) public void ChickenFall(bool fellTooFar)
@ -1089,21 +1120,21 @@ namespace HeavenStudio.Games
ChickenRespawn(); ChickenRespawn();
} }
public void ChickenRespawn() public void ChickenRespawn(double length = 0.5)
{ {
isInputting = false; isInputting = false;
currentIsland.respawnStart = Conductor.instance.songPositionInBeatsAsDouble + 0.5; currentIsland.respawnStart = Conductor.instance.songPositionInBeatsAsDouble + length;
currentIsland.isRespawning = true; currentIsland.isRespawning = true;
nextIsland.respawnStart = Conductor.instance.songPositionInBeatsAsDouble + 0.5; nextIsland.respawnStart = Conductor.instance.songPositionInBeatsAsDouble + length;
nextIsland.isRespawning = true; nextIsland.isRespawning = true;
nextIsland.FakeChickenAnim.DoUnscaledAnimation("Respawn"); nextIsland.FakeChickenAnim.DoUnscaledAnimation("Respawn");
foreach (var a in stonePlatformJourney) foreach (var a in stonePlatformJourney)
{ {
stone = a.thisPlatform; stone = a.thisPlatform;
stone.respawnStart = Conductor.instance.songPositionInBeatsAsDouble + 0.5; stone.respawnStart = Conductor.instance.songPositionInBeatsAsDouble + length;
stone.isRespawning = true; stone.isRespawning = true;
} }
@ -1121,6 +1152,7 @@ namespace HeavenStudio.Games
stone = a.thisPlatform; stone = a.thisPlatform;
stone.isRespawning = false; stone.isRespawning = false;
} }
RespawnedAnim();
}), }),
}); });
} }

View file

@ -70,7 +70,8 @@ namespace HeavenStudio.Games.Scripts_ChargingChicken
} }
if (canFall && IslandPos.localPosition.x < -0.5) if (canFall && IslandPos.localPosition.x < -0.5)
{ {
PlatformAnim.DoScaledAnimationAsync("Fall", 0.3f); // TO DO: MAKE THIS SCALE TO TEMPO PROPERLY PlatformAnim.Play("Fall", -1, 0);
PlatformAnim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * 0.3f;
SoundByte.PlayOneShotGame("chargingChicken/SE_CHIKEN_BLOCK_FALL_PITCH150", pitch: SoundByte.GetPitchFromCents(UnityEngine.Random.Range(-150, 151), false), volume: 0.5f); SoundByte.PlayOneShotGame("chargingChicken/SE_CHIKEN_BLOCK_FALL_PITCH150", pitch: SoundByte.GetPitchFromCents(UnityEngine.Random.Range(-150, 151), false), volume: 0.5f);
BeatAction.New(GameManager.instance, new List<BeatAction.Action>() BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
{ {
@ -116,7 +117,7 @@ namespace HeavenStudio.Games.Scripts_ChargingChicken
public void SetUpCollapse(double collapseTime) public void SetUpCollapse(double collapseTime)
{ {
//collapse island (successful) TO DO: MAKE THIS PER-ISLAND SO IT'S NOT A FUCKING RACE CONDITION //collapse island (successful)
BeatAction.New(GameManager.instance, new List<BeatAction.Action>() BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(collapseTime, delegate { new BeatAction.Action(collapseTime, delegate {
@ -157,12 +158,13 @@ namespace HeavenStudio.Games.Scripts_ChargingChicken
public void StoneFall(int offset) public void StoneFall(int offset)
{ {
PlatformAnim.DoScaledAnimation("Set", Conductor.instance.songPositionInBeatsAsDouble + ((double)offset / 16), timeScale: 0.5f); PlatformAnim.DoScaledAnimation("Set", Conductor.instance.songPositionInBeatsAsDouble + ((double)offset / 64), 0.5f);
PlatformAnim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * 0.5f;
} }
public void StoneSplash() public void StoneSplash()
{ {
if (IslandPos.localPosition.x > -6) SoundByte.PlayOneShotGame("chargingChicken/SE_CHIKEN_BLOCK_FALL_WATER_PITCH400", pitch: SoundByte.GetPitchFromCents(UnityEngine.Random.Range(-400, 401), false), volume: 0.5f); if (IslandPos.localPosition.x > -8) SoundByte.PlayOneShotGame("chargingChicken/SE_CHIKEN_BLOCK_FALL_WATER_PITCH400", pitch: SoundByte.GetPitchFromCents(UnityEngine.Random.Range(-400, 401), false), volume: 0.5f);
} }
#endregion #endregion