clean up + split up the blocks

This commit is contained in:
AstrlJelly 2023-07-08 11:36:29 -04:00
parent 1799c095e8
commit a748434e6c
10 changed files with 741 additions and 142 deletions

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View file

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 94a0382c6a2fbee47a69c597303378df
NativeFormatImporter:
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assetBundleName: agbmannequin/common
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View file

@ -4,5 +4,5 @@ folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleName: agbmannequin/common
assetBundleVariant:

View file

@ -16,17 +16,31 @@ namespace HeavenStudio.Games.Loaders
{
function = delegate {
var e = eventCaller.currentEntity;
MannequinFactory.instance.HeadOut(e.beat, e["type"]);
MannequinFactory.instance.HeadOut(e.beat, 1);
},
defaultLength = 7,
},
new GameAction("misalignedHeadOut", "Send Misaligned Head Out")
{
function = delegate {
var e = eventCaller.currentEntity;
MannequinFactory.instance.HeadOut(e.beat, 2);
},
defaultLength = 7,
},
new GameAction("randomHeadOut", "Send Random Head Out")
{
function = delegate {
var e = eventCaller.currentEntity;
MannequinFactory.instance.HeadOut(e.beat, 0);
},
defaultLength = 7,
parameters = new List<Param>()
{
new Param("type", MannequinFactory.HeadOutTypes.NoClap, "Cue Type", "Should the mannequin go out wrong or not?"),
}
},
new GameAction("changeText", "Change Text")
{
function = delegate { MannequinFactory.instance.ChangeSignText(eventCaller.currentEntity["text"]); },
function = delegate {
MannequinFactory.instance.SignText.text = eventCaller.currentEntity["text"];
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
@ -67,7 +81,7 @@ namespace HeavenStudio.Games
[Header("References")]
[SerializeField] SpriteRenderer bg;
[SerializeField] TMP_Text SignText;
public TMP_Text SignText;
public GameObject MannequinHeadObject;
Tween bgColorTween;
@ -94,7 +108,7 @@ namespace HeavenStudio.Games
if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(3) && !IsExpectingInputNow(InputType.DIRECTION_LEFT_DOWN))
{
HandAnim.DoScaledAnimationAsync("Slap");
HandAnim.DoScaledAnimationAsync("SlapEmpty");
}
}
@ -121,12 +135,7 @@ namespace HeavenStudio.Games
MannequinHead head = Instantiate(MannequinHeadObject, gameObject.transform).GetComponent<MannequinHead>();
head.startBeat = beat;
head.withClap = (cueType == 2);
}
public void ChangeSignText(string text)
{
SignText.text = text;
head.needClap = (cueType == 2);
}
public void BackgroundColor(Color start, Color end, float beats, bool instant)

View file

@ -8,8 +8,7 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory
public class MannequinHead : MonoBehaviour
{
public double startBeat;
public bool withClap;
public bool clapped;
public bool needClap;
[Header("Animators")]
[SerializeField] SpriteRenderer headSr;
@ -17,8 +16,6 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory
[SerializeField] SpriteRenderer eyesSr;
[SerializeField] Sprite[] eyes;
[SerializeField] Animator headAnim;
Animator stampAnim;
Animator handAnim;
int turnStatus;
@ -27,15 +24,11 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory
private void Awake()
{
game = MannequinFactory.instance;
stampAnim = game.StampAnim;
handAnim = game.HandAnim;
}
private void Start()
{
turnStatus = withClap ? 0 : 1;
clapped = !withClap;
turnStatus = needClap ? 0 : 1;
headSr.sprite = heads[turnStatus];
BeatAction.New(gameObject, new List<BeatAction.Action> {
@ -46,18 +39,13 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory
else game.ScheduleUserInput(startBeat, 5, InputType.STANDARD_DOWN, StampUnJust, StampMiss, Nothing);
}),
});
if (withClap) SoundByte.PlayOneShotGame("mannequinFactory/whoosh", beat: startBeat + 3);
if (needClap) SoundByte.PlayOneShotGame("mannequinFactory/whoosh", beat: startBeat + 3);
SoundByte.PlayOneShotGame("mannequinFactory/whoosh", beat: startBeat + 5);
if (withClap) game.ScheduleInput(startBeat, 3, InputType.DIRECTION_LEFT_DOWN, ClapJust, ClapMiss, Nothing);
if (needClap) game.ScheduleInput(startBeat, 3, InputType.DIRECTION_LEFT_DOWN, ClapJust, ClapMiss, Nothing);
else game.ScheduleUserInput(startBeat, 3, InputType.DIRECTION_LEFT_DOWN, ClapUnJust, ClapMiss, Nothing);
}
private void Update()
{
}
void ClapJust(PlayerActionEvent caller, float state)
{
ClapHit(state);
@ -77,21 +65,17 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory
{
turnStatus++;
SoundByte.PlayOneShotGame("mannequinFactory/slap");
handAnim.DoScaledAnimationAsync("Slap");
game.HandAnim.DoScaledAnimationAsync("SlapJust");
headAnim.Play("Slapped", 0, 0);
clapped = true;
}
void ClapMiss(PlayerActionEvent caller)
{
//headAnim.DoScaledAnimationAsync("Move2", 0.3f);
}
void ClapMiss(PlayerActionEvent caller) { }
void StampHit(float state)
{
if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
headAnim.DoScaledAnimationAsync("Stamp", 0.3f);
stampAnim.DoScaledAnimationAsync("StampJust", 0.3f);
game.StampAnim.DoScaledAnimationAsync("StampJust", 0.2f);
SoundByte.PlayOneShotGame("mannequinFactory/eyes");
eyesSr.gameObject.SetActive(true);
}
@ -115,7 +99,6 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory
StampHit(state);
eyesSr.sprite = eyes[1];
headAnim.DoScaledAnimationAsync("Stamp", 0.3f);
BeatAction.New(gameObject, new List<BeatAction.Action> {
new BeatAction.Action(startBeat + 6, delegate {
SoundByte.PlayOneShotGame("mannequinFactory/miss");