bon odori is functional now, just missing the art, better audio and animations

This commit is contained in:
streitixy 2024-01-26 17:29:59 -03:00
parent b29fb5363d
commit 9ff726f772
64 changed files with 4254 additions and 3985 deletions

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View file

@ -15,24 +15,66 @@ namespace HeavenStudio.Games.Loaders
public static class AgbBonOdoriLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("bonOdori", "The☆Bon Odori \n<color=#adadad>(Za☆Bon Odori)</color>", "ffffff", false, false, new List<GameAction>()
{
new GameAction("pan", "Pan")
{
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 1); },
defaultLength = 2f,
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 1, "pan", eventCaller.currentEntity["type"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", BonOdori.variationPan.regular, "Type", "Set the variation of the voice line."),
}
},
new GameAction("pa-n", "Pa-n")
{
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 1.5); },
defaultLength = 2.5f,
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 1.5, "pa-n", eventCaller.currentEntity["type"]); },
defaultLength = 1f,
parameters = new List<Param>()
{
new Param("type", BonOdori.variationPa_n.regular, "Type", "Set the variation of the voice line."),
},
},
new GameAction("pa", "Pa")
{
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 0.5 ); },
defaultLength = 1.5f,
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 0.5, "pa", eventCaller.currentEntity["type"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", BonOdori.variationPa.regular, "Type", "Set the variation of the voice line."),
},
},
new GameAction("don", "Don")
{
function = delegate { BonOdori.instance.Sound(eventCaller.currentEntity.beat, 1, "don", eventCaller.currentEntity["type"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", BonOdori.variationDon.regular, "Type", "Set the variation of the voice line."),
},
},
new GameAction("do-n", "Do-n")
{
function = delegate { BonOdori.instance.Sound(eventCaller.currentEntity.beat, 1.5, "do-n", eventCaller.currentEntity["type"]); },
defaultLength = 1f,
parameters = new List<Param>()
{
new Param("type", BonOdori.variationDo_n.regular, "Type", "Set the variation of the voice line."),
},
},
new GameAction("do", "Do")
{
function = delegate { BonOdori.instance.Sound(eventCaller.currentEntity.beat, 0.5, "do", eventCaller.currentEntity["type"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", BonOdori.variationDo.regular, "Type", "Set the variation of the voice line."),
},
}
@ -57,55 +99,180 @@ namespace HeavenStudio.Games
public class BonOdori : Minigame
{
[Header("Animations")]
public Animator AnimatorPlayer;
public Animator AnimatorDonpan1;
public Animator AnimatorDonpan2;
public Animator AnimatorDonpan3;
public enum variationPan
{
regular = 0,
variation1 = 1,
variation2 = 2
}
public enum variationPa_n
{
regular = 0,
variation1 = 1
}
public enum variationPa
{
regular = 0
}
public enum variationDon
{
regular = 0,
variation1 = 1,
variation2 = 2,
variation3 = 3
}
public enum variationDo_n
{
regular = 0,
variation1 = 1
}
public enum variationDo
{
regular = 0,
variation1 = 1
}
public static BonOdori instance { get; set; }
Animator player;
Animator donpan1;
Animator donpan2;
Animator donpan3;
public GameObject Player;
public GameObject Donpan1;
public GameObject Donpan2;
public GameObject Donpan3;
public void Awake()
{
player = Player.GetComponent<Animator>();
donpan1 = Donpan1.GetComponent<Animator>();
donpan2 = Donpan2.GetComponent<Animator>();
donpan3 = Donpan3.GetComponent<Animator>();
instance = this;
Debug.Log("AWAKEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE");
}
public void Clap(double beat, double type)
public void Clap(double beat, double type, string typeSpeak, int variation)
{
ScheduleInput(beat, beat + 1f * type, InputAction_BasicPress, Success, Miss, Empty);
Debug.Log("TESTE");
switch (typeSpeak){
case "pan":
ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Empty);
switch (variation){
case (int) variationPan.regular:
MultiSound.Play(new MultiSound.Sound[]{
new MultiSound.Sound("bonOdori/pan1", beat + 0.5, offset: 0.01f)});
break;
case (int) variationPan.variation1:
MultiSound.Play(new MultiSound.Sound[]{
new MultiSound.Sound("bonOdori/pan2", beat + 0.5f, offset: 0.01f)});
break;
case (int) variationPan.variation2:
MultiSound.Play(new MultiSound.Sound[]{
new MultiSound.Sound("bonOdori/pan3", beat + 0.5f, offset: 0.01f)});
break;}
break;
case "pa-n":
ScheduleInput(beat, 1f, InputAction_BasicPress, Success, Miss, Empty);
switch (variation){
case (int) variationPa_n.regular:
MultiSound.Play(new MultiSound.Sound[]{
new MultiSound.Sound("bonOdori/pa_n1", beat + 1f, offset: 0.01f)});
break;
case (int) variationPa_n.variation1:
MultiSound.Play(new MultiSound.Sound[]{
new MultiSound.Sound("bonOdori/pa_n2", beat + 1f, offset: 0.01f)});
break;}
break;
case "pa":
ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Empty);
MultiSound.Play(new MultiSound.Sound[]{
new MultiSound.Sound("bonOdori/pa1", beat + 0.5f, offset: 0.01f)});
break;
}
}
public void Sound(double beat, double type, string typeSpeak, int variation)
{ switch (typeSpeak){
case "don":
switch (variation){
case (int)variationDon.regular:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/don1", beat + 0.5, offset: 0.01f)});
break;
case (int)variationDon.variation1:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/don2", beat + 0.5, offset: 0.01f)});
break;
case (int)variationDon.variation2:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/don3", beat + 0.5, offset: 0.01f)});
break;
case (int)variationDon.variation3:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/don4", beat + 0.5, offset: 0.01f)});
break;
}
break;
case "do-n":
switch (variation) {
case (int)variationDo_n.regular:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/do_n1", beat + 1, offset: 0.01f)});
break;
case (int)variationDo_n.variation1:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/do_n2", beat + 1, offset: 0.01f)});
break;
}
break;
case "do":
switch (variation){
case (int) variationDo.regular:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/do1", beat + 0.5, offset: 0.01f)});
break;
case (int) variationDo.variation1:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/do2", beat + 0.5, offset: 0.01f)});
break;
}
break;
}
}
public void Success(PlayerActionEvent caller, float state)
{
AnimatorPlayer.Play("ClapAll", 0, 0);
AnimatorDonpan1.Play("ClapAll", 0, 0);
AnimatorDonpan2.Play("ClapAll", 0, 0);
AnimatorDonpan3.Play("ClapAll", 0, 0);
player.Play("ClapAll");
Debug.Log("SUCCESS");
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/clap", 0.5f, offset: 0.01f),
});
}
public void Miss(PlayerActionEvent caller)
{
Debug.Log("MISS");
Debug.Log("Teste1");
}
public void Empty(PlayerActionEvent caller)
{
Debug.Log("Empty");
}
Debug.Log("Teste2");
}}}
}
}

View file

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