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@@ -1619,7 +1619,6 @@ TextureImporter: NightWalkGBA_2: 1594823612 NightWalkGBA_20: -193465265 NightWalkGBA_21: -1673937283 - NightWalkGBA_22: 1851998298 NightWalkGBA_23: 1372235165 NightWalkGBA_24: -564146531 NightWalkGBA_25: -1611729225 @@ -1672,6 +1671,7 @@ TextureImporter: note: -1832946202 noteImpact: -354181421 platform: 1193791270 + shockyan: 1851998298 stem: -124737513 walk1: -239389510 walk2: 1010555121 diff --git a/Assets/Scripts/Games/NightWalkAgb/AgbNightWalk.cs b/Assets/Scripts/Games/NightWalkAgb/AgbNightWalk.cs index 418da126e..ea6fe30bf 100644 --- a/Assets/Scripts/Games/NightWalkAgb/AgbNightWalk.cs +++ b/Assets/Scripts/Games/NightWalkAgb/AgbNightWalk.cs @@ -49,6 +49,14 @@ namespace HeavenStudio.Games.Loaders new Param("fill", AgbNightWalk.FillType.None, "Umbrella Drum Pattern") } }, + new GameAction("fish", "Electric Fish") + { + preFunction = delegate { if (!eventCaller.currentEntity["mute"]) AgbNightWalk.FishSound(eventCaller.currentEntity.beat); }, + parameters = new List() + { + new Param("mute", false, "Mute Cue") + } + }, new GameAction("noJump", "No Jumping") { defaultLength = 4, @@ -92,6 +100,7 @@ namespace HeavenStudio.Games } List heightEntityEvents = new(); [NonSerialized] public Dictionary platformTypes = new(); + private List fishBeats = new(); public struct TypeEvent { public PlatformType platformType; @@ -149,6 +158,16 @@ namespace HeavenStudio.Games } } + List fishEvents = EventCaller.GetAllInGameManagerList("nightWalkAgb", new string[] { "fish" }); + foreach(var fishEvent in fishEvents) + { + fishBeats.Add(fishEvent.beat); + } + } + + public bool FishOnBeat(double beat) + { + return fishBeats.Contains(beat); } public int FindHeightUnitsAtBeat(double beat) @@ -180,8 +199,19 @@ namespace HeavenStudio.Games platformHandler.SpawnPlatforms(beat); } + public static void FishSound(double beat) + { + MultiSound.Play(new MultiSound.Sound[] + { + new MultiSound.Sound("nightWalkAgb/fish1", beat - 1), + new MultiSound.Sound("nightWalkAgb/fish2", beat - 0.75), + new MultiSound.Sound("nightWalkAgb/fish3", beat - 0.5), + }, forcePlay: true); + } + public static void FillSound(double beat, FillType fill) { + double third = 1.0 / 3.0; switch (fill) { case FillType.None: @@ -189,24 +219,24 @@ namespace HeavenStudio.Games case FillType.Pattern1: MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("nightWalkAgb/fill1A", beat - 0.66666), + new MultiSound.Sound("nightWalkAgb/fill1A", beat - (third * 2)), new MultiSound.Sound("nightWalkAgb/fill1B", beat - 0.5), - new MultiSound.Sound("nightWalkAgb/fill1C", beat - 0.33333), - new MultiSound.Sound("nightWalkAgb/fill1D", beat - 0.16666), + new MultiSound.Sound("nightWalkAgb/fill1C", beat - third), + new MultiSound.Sound("nightWalkAgb/fill1D", beat - (third * 0.5)), }, forcePlay: true); break; case FillType.Pattern2: MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("nightWalkAgb/fill2A", beat - 0.66666), + new MultiSound.Sound("nightWalkAgb/fill2A", beat - (third * 2)), new MultiSound.Sound("nightWalkAgb/fill2B", beat - 0.5), - new MultiSound.Sound("nightWalkAgb/fill2C", beat - 0.16666), + new MultiSound.Sound("nightWalkAgb/fill2C", beat - (third * 0.5)), }, forcePlay: true); break; case FillType.Pattern3: MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("nightWalkAgb/fill3A", beat - 0.66666), + new MultiSound.Sound("nightWalkAgb/fill3A", beat - (third * 2)), new MultiSound.Sound("nightWalkAgb/fill3B", beat - 0.5), }, forcePlay: true); break; diff --git a/Assets/Scripts/Games/NightWalkAgb/AgbPlatform.cs b/Assets/Scripts/Games/NightWalkAgb/AgbPlatform.cs index a1dfa76d6..50e2e299b 100644 --- a/Assets/Scripts/Games/NightWalkAgb/AgbPlatform.cs +++ b/Assets/Scripts/Games/NightWalkAgb/AgbPlatform.cs @@ -35,8 +35,10 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk private bool stopped; private Sound kickSound; [SerializeField] private GameObject fallYan; + [SerializeField] private Animator fish; private bool playYanIsFalling; private double playYanFallBeat; + private bool isFish; public void StartInput(double beat, double hitBeat) { @@ -48,6 +50,8 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk platform.SetActive(nextPlatformIsSameHeight); startBeat = beat; endBeat = hitBeat; + isFish = game.FishOnBeat(endBeat); + fish.gameObject.SetActive(isFish); if (game.platformTypes.ContainsKey(hitBeat)) { if (game.platformTypes[hitBeat].platformType == AgbNightWalk.PlatformType.Lollipop) @@ -70,7 +74,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk } if (startBeat < endBeat) { - if (game.ShouldNotJumpOnBeat(endBeat)) + if (game.ShouldNotJumpOnBeat(endBeat) || isFish) { inputEvent = AgbNightWalk.instance.ScheduleUserInput(startBeat, endBeat - startBeat, InputType.STANDARD_DOWN, Just, Miss, Empty); if (nextPlatformIsSameHeight) @@ -96,10 +100,23 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk } else { - + BeatAction.New(gameObject, new List() + { + new BeatAction.Action(endBeat, delegate + { + if (GameManager.instance.autoplay && !stopped) + { + handler.StopAll(); + handler.DestroyPlatforms(endBeat + 2, endBeat - 3, endBeat + 6); + SoundByte.PlayOneShotGame("nightWalkAgb/wot"); + game.playYan.Hide(); + fallYan.SetActive(true); + } + }) + }); } } - else + else if (!isFish) { inputEvent = AgbNightWalk.instance.ScheduleInput(startBeat, endBeat - startBeat, InputType.STANDARD_DOWN, Just, Miss, Empty); } @@ -180,8 +197,28 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk private void Just(PlayerActionEvent caller, float state) { canKick = false; - handler.RaiseHeight(Conductor.instance.songPositionInBeats, lastAdditionalHeightInUnits, additionalHeightInUnits); - game.playYan.Jump(Conductor.instance.songPositionInBeats); + double beat = Conductor.instance.songPositionInBeats; + handler.RaiseHeight(beat, lastAdditionalHeightInUnits, additionalHeightInUnits); + game.playYan.Jump(beat); + if (isFish) + { + BeatAction.New(gameObject, new List() + { + new BeatAction.Action(beat + 0.5, delegate + { + game.ScoreMiss(); + game.playYan.Shock(); + fish.DoScaledAnimationAsync("Shock", 0.5f); + handler.StopAll(); + handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat + 6); + }), + new BeatAction.Action(caller.timer + caller.startBeat + 4, delegate + { + game.playYan.Fall(caller.timer + caller.startBeat + 4); + fish.DoScaledAnimationAsync("FishIdle", 0.5f); + }) + }); + } if (state >= 1 || state <= -1) { return; @@ -216,7 +253,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk else { handler.StopAll(); - handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 3, endBeat + 6); + handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat + 6); SoundByte.PlayOneShotGame("nightWalkAgb/wot"); game.playYan.Hide(); fallYan.SetActive(true); diff --git a/Assets/Scripts/Games/NightWalkAgb/AgbPlayYan.cs b/Assets/Scripts/Games/NightWalkAgb/AgbPlayYan.cs index ee88c986e..440a9b161 100644 --- a/Assets/Scripts/Games/NightWalkAgb/AgbPlayYan.cs +++ b/Assets/Scripts/Games/NightWalkAgb/AgbPlayYan.cs @@ -12,7 +12,9 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk { Flying, Walking, - Jumping + Jumping, + Shocked, + Falling } private JumpingState jumpingState; private AgbNightWalk game; @@ -20,6 +22,8 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk [SerializeField] private List balloons = new List(); private Path jumpPath; private Animator anim; + private float fallStartY; + private double playYanFallBeat; private void Awake() { @@ -49,15 +53,38 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk } break; case JumpingState.Walking: - transform.localPosition = Vector3.zero; - break; case JumpingState.Flying: transform.localPosition = Vector3.zero; break; + case JumpingState.Shocked: + break; + case JumpingState.Falling: + float normalizedFallBeat = cond.GetPositionFromBeat(playYanFallBeat, 2); + EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad); + float newPlayYanY = func(fallStartY, -12, normalizedFallBeat); + transform.localPosition = new Vector3(0, newPlayYanY); + break; } } } + public void Shock() + { + jumpingState = JumpingState.Shocked; + anim.DoScaledAnimationAsync("Shock", 0.5f); + fallStartY = transform.localPosition.y; + SoundByte.PlayOneShotGame("nightWalkAgb/shock"); + } + + public void Fall(double beat) + { + jumpingState = JumpingState.Falling; + anim.Play("Jump", 0, 0); + playYanFallBeat = beat; + SoundByte.PlayOneShotGame("nightWalkAgb/fall"); + Update(); + } + public void Jump(double beat) { jumpingState = JumpingState.Jumping;