From a748434e6cb6df34e75abca78782c2d95484b110 Mon Sep 17 00:00:00 2001 From: AstrlJelly Date: Sat, 8 Jul 2023 11:36:29 -0400 Subject: [PATCH] clean up + split up the blocks --- .../Resources/Games/mannequinFactory.prefab | 97 +-- .../Sprites/Games/MannequinFactory/!refs.meta | 8 - .../Games/MannequinFactory/Animations.meta | 2 +- .../Animations/EyeStamps.meta | 2 +- .../Animations/Hand/HandAnim.controller | 31 +- .../Animations/Hand/SlapEmpty.anim | 665 ++++++++++++++++++ .../Animations/Hand/SlapEmpty.anim.meta | 8 + .../Animations/MannequinHead.meta | 2 +- .../MannequinFactory/MannequinFactory.cs | 37 +- .../Games/MannequinFactory/MannequinHead.cs | 31 +- 10 files changed, 741 insertions(+), 142 deletions(-) delete mode 100644 Assets/Resources/Sprites/Games/MannequinFactory/!refs.meta create mode 100644 Assets/Resources/Sprites/Games/MannequinFactory/Animations/Hand/SlapEmpty.anim create mode 100644 Assets/Resources/Sprites/Games/MannequinFactory/Animations/Hand/SlapEmpty.anim.meta diff --git a/Assets/Resources/Games/mannequinFactory.prefab b/Assets/Resources/Games/mannequinFactory.prefab index c59552d4b..26449d7f6 100644 --- a/Assets/Resources/Games/mannequinFactory.prefab +++ b/Assets/Resources/Games/mannequinFactory.prefab @@ -289,7 +289,7 @@ Transform: - 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{fileID: 2772700120562025940} m_Father: {fileID: 3661019275362709209} - m_RootOrder: 3 + m_RootOrder: 2 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!95 &5952684630343976104 Animator: @@ -1468,91 +1466,6 @@ SpriteRenderer: m_WasSpriteAssigned: 1 m_MaskInteraction: 0 m_SpriteSortPoint: 0 ---- !u!1 &6237271950981049505 -GameObject: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - serializedVersion: 6 - m_Component: - - component: {fileID: 7289848289625244200} - - component: {fileID: 5103708385420407139} - m_Layer: 0 - m_Name: NST Gaming - Rhythm Tengoku (GBA), Endless Games - Mannequin (110100 Score) - [I0mTYtb-UHM - 965x543 - 0m26s] - m_TagString: Untagged - m_Icon: {fileID: 0} - m_NavMeshLayer: 0 - m_StaticEditorFlags: 0 - m_IsActive: 0 ---- !u!4 &7289848289625244200 -Transform: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - 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assetBundleName: + assetBundleName: agbmannequin/common assetBundleVariant: diff --git a/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs b/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs index c6f0f06dc..e0d88859e 100644 --- a/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs +++ b/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs @@ -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() - { - 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() { @@ -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(); 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) diff --git a/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs b/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs index af528c064..c401070a8 100644 --- a/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs +++ b/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs @@ -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 { @@ -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 { new BeatAction.Action(startBeat + 6, delegate { SoundByte.PlayOneShotGame("mannequinFactory/miss");