started working on bon odori

This commit is contained in:
streitixy 2024-01-25 01:10:16 -03:00
parent 23d9edf5fe
commit ad5f67647c
33 changed files with 2386 additions and 2794 deletions

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using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
/// Minigame loaders handle the setup of your minigame.
/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
/// `Platformcode` is a three-leter platform code with the minigame's origin
/// `Name` is a short internal name
/// `Loader` is the string "Loader"
/// Platform codes are as follows:
/// Agb: Gameboy Advance ("Advance Gameboy")
/// Ntr: Nintendo DS ("Nitro")
/// Rvl: Nintendo Wii ("Revolution")
/// Ctr: Nintendo 3DS ("Centrair")
/// Mob: Mobile
/// Pco: PC / Other
/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
/// For help, feel free to reach out to us on our discord, in the #development channel.
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); },
defaultLength = 2f,
}
});
}
}
};
namespace HeavenStudio.Games
{
/// This class handles the minigame logic.
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
public class BonOdori : Minigame
{
[Header("Animators")]
public Animator AnimatorGeneral;
public static BonOdori instance { get; set; }
public void Awake()
{
}
public void Clap(double beat)
{
ScheduleInput(beat, 1f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
AnimatorGeneral.Play("ClapGeneral", 0, 0);
new MultiSound.Sound("coinToss/cowbell2", 1f, offset: 0.01f);
}
public void CatchSuccess(PlayerActionEvent caller, float state)
{
AnimatorGeneral.Play("ClapGeneral", 0, 0);
new MultiSound.Sound("coinToss/cowbell2", 1f, offset: 0.01f);
}
public void CatchMiss(PlayerActionEvent caller)
{
AnimatorGeneral.Play("ClapGeneral", 0, 0);
new MultiSound.Sound("coinToss/cowbell2", 1f, offset: 0.01f);
}
public void CatchEmpty(PlayerActionEvent caller)
{
AnimatorGeneral.Play("ClapGeneral", 0, 0);
new MultiSound.Sound("coinToss/cowbell2", 1f, offset: 0.01f);
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e14a32c93848aee4b86fc5b716011dc1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -81,7 +81,6 @@ namespace HeavenStudio.Games
public class ClappyTrio : Minigame
{
public int lionCount = 3;
public List<GameObject> Lion;
[SerializeField] private Sprite[] faces;

View file

@ -46,6 +46,17 @@ namespace HeavenStudio
Debug.LogWarning("Game loader RvlBoardMeetingLoader failed!");
}
Debug.Log("Running game loader AgbBonOdoriLoader");
game = AgbBonOdoriLoader.AddGame(eventCaller);
if (game != null)
{
eventCaller.minigames.Add(game.name, game);
}
else
{
Debug.LogWarning("Game loader AgbBonOdoriLoader failed!");
}
Debug.Log("Running game loader NtrFlickLoader");
game = NtrFlickLoader.AddGame(eventCaller);
if (game != null)

View file

@ -17,36 +17,7 @@ MonoBehaviour:
DenseViewWidthThreshold: 512
_disableAutoReloadInBackground: 0
ImportedScriptPaths:
- Assets/Scripts/Minigames.cs
- Assets/Editor/CreateAssetBundles.cs
- Assets/Editor/CreateMinigameScriptTemplate.cs
- Assets/Scripts/Games/Minigame.cs
- Assets/Scripts/Games/FanClub/FanClub.cs
- Assets/Scripts/GameManager.cs
- Assets/Editor/SpritesheetScaler.cs
- Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs
- Assets/Scripts/Games/TheDazzles/TheDazzles.cs
- Assets/Scripts/Games/FirstContact/FirstContact.cs
- Assets/Scripts/SourceGenerators/ControllerLoaderGenerator.cs
- Assets/Scripts/InputSystem/PlayerInput.cs
- Assets/Scripts/JudgementManager.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/RatingScreenPropertyDialog.cs
- Assets/Scripts/GlobalGameManager.cs
- Assets/Scripts/Games/KarateMan/KarateMan.cs
- Assets/Scripts/Games/KarateMan/KarateManJoe.cs
- Assets/Scripts/Games/KarateMan/KarateManNoriController.cs
- Assets/Scripts/Util/BeatAction.cs
- Assets/Scripts/Games/TossBoys/TossBoys.cs
- Assets/Scripts/Games/DoubleDate/DoubleDate.cs
- Assets/Scripts/Games/AirRally/AirRally.cs
- Assets/Scripts/LevelEditor/Editor.cs
- Assets/Scripts/Common/MemRenderer.cs
- Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs
- Assets/Scripts/PersistentDataManager.cs
- Assets/Scripts/UI/Overlays/OverlaysManager.cs
- Assets/Scripts/TitleManager.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SectionDialog.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/SectionTimelineObj.cs
- Assets/Scripts/Games/DJSchool/Student.cs
- Assets/Scripts/Games/BonOdori/BonOdori.cs
- Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs
PathsToSkipImportEvent: []
PathsToIgnoreOverwriteSettingOnAttribute: []