Made Nail half-speed, changed long nail from hold B to press B, touched up animations
- Made Nail Carpenter half-speed -- it shouldn't change much, just remember to double your tempo! - Also changed the long nail input from hold and release to simply pressing B -- the old way gives less reaction time and is just less fun overall - Also touched up the animations to make them snappier and improve gamefeel
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--- !u!114 &1783491359
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|
@ -19,44 +19,44 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
|
||||||
{
|
{
|
||||||
game = NailCarpenter.instance;
|
game = NailCarpenter.instance;
|
||||||
|
|
||||||
game.ScheduleInput(targetBeat, 0.5f, NailCarpenter.InputAction_AltFinish, HammmerJust, HammmerMiss, Empty);
|
game.ScheduleInput(targetBeat, 1f, NailCarpenter.InputAction_AltPress, HammmerJust, HammmerMiss, Empty);
|
||||||
// wrongInput
|
// wrongInput
|
||||||
game.ScheduleUserInput(targetBeat, 0.5f, NailCarpenter.InputAction_BasicPress, weakHammmerJust, Empty, Empty);
|
game.ScheduleUserInput(targetBeat, 1f, NailCarpenter.InputAction_BasicPress, weakHammmerJust, Empty, Empty);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HammmerJust(PlayerActionEvent caller, float state)
|
private void HammmerJust(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f);
|
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 1f);
|
||||||
if (state >= 1f || state <= -1f)
|
if (state >= 1f || state <= -1f)
|
||||||
{
|
{
|
||||||
nailAnim.DoScaledAnimationAsync(
|
nailAnim.DoScaledAnimationAsync(
|
||||||
(state >= 1f ? "longNailBendRight" : "longNailBendLeft"), 0.5f);
|
(state >= 1f ? "longNailBendRight" : "longNailBendLeft"), 0.25f);
|
||||||
SoundByte.PlayOneShot("miss");
|
SoundByte.PlayOneShot("miss");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
SoundByte.PlayOneShotGame("nailCarpenter/HammerStrong");
|
SoundByte.PlayOneShotGame("nailCarpenter/HammerStrong");
|
||||||
nailAnim.DoScaledAnimationAsync("longNailHammered", 0.5f);
|
nailAnim.DoScaledAnimationAsync("longNailHammered", 0.25f);
|
||||||
game.EyeAnim.DoScaledAnimationAsync("eyeSmile", 0.5f);
|
game.EyeAnim.DoScaledAnimationAsync("eyeSmile", 0.25f);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void weakHammmerJust(PlayerActionEvent caller, float state)
|
private void weakHammmerJust(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
game.ScoreMiss();
|
game.ScoreMiss();
|
||||||
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f);
|
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
|
||||||
if (state >= 1f || state <= -1f)
|
if (state >= 1f || state <= -1f)
|
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{
|
{
|
||||||
nailAnim.DoScaledAnimationAsync(
|
nailAnim.DoScaledAnimationAsync(
|
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(state >= 1f ? "longNailBendRight" : "longNailBendLeft"), 0.5f);
|
(state >= 1f ? "longNailBendRight" : "longNailBendLeft"), 0.25f);
|
||||||
SoundByte.PlayOneShot("miss");
|
SoundByte.PlayOneShot("miss");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
SoundByte.PlayOneShotGame("nailCarpenter/HammerWeak");
|
SoundByte.PlayOneShotGame("nailCarpenter/HammerWeak");
|
||||||
nailAnim.DoScaledAnimationAsync("longNailWeakHammered", 0.5f);
|
nailAnim.DoScaledAnimationAsync("longNailWeakHammered", 0.25f);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HammmerMiss(PlayerActionEvent caller)
|
private void HammmerMiss(PlayerActionEvent caller)
|
||||||
{
|
{
|
||||||
game.EyeAnim.DoScaledAnimationAsync("eyeBlink", 0.5f);
|
game.EyeAnim.DoScaledAnimationAsync("eyeBlink", 0.25f);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Empty(PlayerActionEvent caller) { }
|
private void Empty(PlayerActionEvent caller) { }
|
||||||
|
|
|
@ -20,40 +20,40 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
|
||||||
game = NailCarpenter.instance;
|
game = NailCarpenter.instance;
|
||||||
|
|
||||||
game.ScheduleInput(targetBeat, 0, NailCarpenter.InputAction_BasicPress, HammmerJust, HammmerMiss, Empty);
|
game.ScheduleInput(targetBeat, 0, NailCarpenter.InputAction_BasicPress, HammmerJust, HammmerMiss, Empty);
|
||||||
game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_AltFinish, strongHammmerJust, Empty, Empty);
|
game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_AltPress, strongHammmerJust, Empty, Empty);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HammmerJust(PlayerActionEvent caller, float state)
|
private void HammmerJust(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f);
|
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
|
||||||
if (state >= 1f || state <= -1f)
|
if (state >= 1f || state <= -1f)
|
||||||
{
|
{
|
||||||
nailAnim.DoScaledAnimationAsync(
|
nailAnim.DoScaledAnimationAsync(
|
||||||
(state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.5f);
|
(state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.25f);
|
||||||
SoundByte.PlayOneShot("miss");
|
SoundByte.PlayOneShot("miss");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
SoundByte.PlayOneShotGame("nailCarpenter/HammerWeak");
|
SoundByte.PlayOneShotGame("nailCarpenter/HammerWeak");
|
||||||
nailAnim.DoScaledAnimationAsync("nailHammered", 0.5f);
|
nailAnim.DoScaledAnimationAsync("nailHammered", 0.25f);
|
||||||
}
|
}
|
||||||
private void strongHammmerJust(PlayerActionEvent caller, float state)
|
private void strongHammmerJust(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
game.ScoreMiss();
|
game.ScoreMiss();
|
||||||
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f);
|
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
|
||||||
if (state >= 1f || state <= -1f)
|
if (state >= 1f || state <= -1f)
|
||||||
{
|
{
|
||||||
nailAnim.DoScaledAnimationAsync(
|
nailAnim.DoScaledAnimationAsync(
|
||||||
(state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.5f);
|
(state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.25f);
|
||||||
SoundByte.PlayOneShot("miss");
|
SoundByte.PlayOneShot("miss");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
SoundByte.PlayOneShotGame("nailCarpenter/HammerStrong");
|
SoundByte.PlayOneShotGame("nailCarpenter/HammerStrong");
|
||||||
nailAnim.DoScaledAnimationAsync("nailStrongHammered", 0.5f);
|
nailAnim.DoScaledAnimationAsync("nailStrongHammered", 0.25f);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HammmerMiss(PlayerActionEvent caller)
|
private void HammmerMiss(PlayerActionEvent caller)
|
||||||
{
|
{
|
||||||
game.EyeAnim.DoScaledAnimationAsync("eyeBlink", 0.5f);
|
game.EyeAnim.DoScaledAnimationAsync("eyeBlink", 0.25f);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Empty(PlayerActionEvent caller) { }
|
private void Empty(PlayerActionEvent caller) { }
|
||||||
|
|
|
@ -17,25 +17,25 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new GameAction("puddingNail", "Pudding Nail")
|
new GameAction("puddingNail", "Pudding Nail")
|
||||||
{
|
{
|
||||||
function = delegate {NailCarpenter.instance.PlaySound();},
|
function = delegate {NailCarpenter.instance.PlaySound();},
|
||||||
defaultLength = 4f,
|
defaultLength = 8f,
|
||||||
resizable = true
|
resizable = true
|
||||||
},
|
},
|
||||||
new GameAction("cherryNail", "Cherry Nail")
|
new GameAction("cherryNail", "Cherry Nail")
|
||||||
{
|
{
|
||||||
function = delegate {NailCarpenter.instance.PlaySound();},
|
function = delegate {NailCarpenter.instance.PlaySound();},
|
||||||
defaultLength = 2f,
|
defaultLength = 4f,
|
||||||
resizable = true
|
resizable = true
|
||||||
},
|
},
|
||||||
new GameAction("cakeNail", "Cake Nail")
|
new GameAction("cakeNail", "Cake Nail")
|
||||||
{
|
{
|
||||||
function = delegate {NailCarpenter.instance.PlaySound();},
|
function = delegate {NailCarpenter.instance.PlaySound();},
|
||||||
defaultLength = 2f,
|
defaultLength = 4f,
|
||||||
resizable = true
|
resizable = true
|
||||||
},
|
},
|
||||||
new GameAction("cakeLongNail", "Cake Long Nail")
|
new GameAction("cakeLongNail", "Cake Long Nail")
|
||||||
{
|
{
|
||||||
function = delegate {NailCarpenter.instance.PlaySound();},
|
function = delegate {NailCarpenter.instance.PlaySound();},
|
||||||
defaultLength = 2f,
|
defaultLength = 4f,
|
||||||
resizable = true
|
resizable = true
|
||||||
},
|
},
|
||||||
new GameAction("slideFusuma", "Slide Fusuma")
|
new GameAction("slideFusuma", "Slide Fusuma")
|
||||||
|
@ -44,7 +44,7 @@ namespace HeavenStudio.Games.Loaders
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
NailCarpenter.instance.SlideFusuma(e.beat, e.length, e["fillRatio"], e["ease"], e["mute"]);
|
NailCarpenter.instance.SlideFusuma(e.beat, e.length, e["fillRatio"], e["ease"], e["mute"]);
|
||||||
},
|
},
|
||||||
defaultLength = 0.5f,
|
defaultLength = 1f,
|
||||||
resizable = true,
|
resizable = true,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
|
@ -80,7 +80,7 @@ namespace HeavenStudio.Games
|
||||||
public Transform nailHolder;
|
public Transform nailHolder;
|
||||||
public Transform boardTrans;
|
public Transform boardTrans;
|
||||||
public Transform fusumaTrans;
|
public Transform fusumaTrans;
|
||||||
const float nailDistance = -8f;
|
const float nailDistance = -4f;
|
||||||
const float boardWidth = 19.2f;
|
const float boardWidth = 19.2f;
|
||||||
float scrollRate => nailDistance / (Conductor.instance.pitchedSecPerBeat * 2f);
|
float scrollRate => nailDistance / (Conductor.instance.pitchedSecPerBeat * 2f);
|
||||||
|
|
||||||
|
@ -101,7 +101,7 @@ namespace HeavenStudio.Games
|
||||||
protected static bool IA_TouchAltPress(out double dt)
|
protected static bool IA_TouchAltPress(out double dt)
|
||||||
{
|
{
|
||||||
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
|
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
|
||||||
&& instance.IsExpectingInputNow(InputAction_AltStart);
|
&& instance.IsExpectingInputNow(InputAction_AltPress);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected static bool IA_PadAltRelease(out double dt)
|
protected static bool IA_PadAltRelease(out double dt)
|
||||||
|
@ -113,7 +113,7 @@ namespace HeavenStudio.Games
|
||||||
return PlayerInput.GetSqueezeUp(out dt);
|
return PlayerInput.GetSqueezeUp(out dt);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static PlayerInput.InputAction InputAction_AltStart =
|
public static PlayerInput.InputAction InputAction_AltPress =
|
||||||
new("PcoNailAltStart", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
|
new("PcoNailAltStart", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
|
||||||
IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
|
IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
|
||||||
public static PlayerInput.InputAction InputAction_AltFinish =
|
public static PlayerInput.InputAction InputAction_AltFinish =
|
||||||
|
@ -148,14 +148,14 @@ namespace HeavenStudio.Games
|
||||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShot("miss");
|
SoundByte.PlayOneShot("miss");
|
||||||
Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f);
|
Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
|
||||||
hasSlurped = false;
|
hasSlurped = false;
|
||||||
// ScoreMiss();
|
// ScoreMiss();
|
||||||
}
|
}
|
||||||
if (PlayerInput.GetIsAction(InputAction_AltFinish) && !IsExpectingInputNow(InputAction_AltFinish))
|
if (PlayerInput.GetIsAction(InputAction_AltPress) && !IsExpectingInputNow(InputAction_AltPress))
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShot("miss");
|
SoundByte.PlayOneShot("miss");
|
||||||
Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f);
|
Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
|
||||||
hasSlurped = false;
|
hasSlurped = false;
|
||||||
// ScoreMiss();
|
// ScoreMiss();
|
||||||
}
|
}
|
||||||
|
@ -200,11 +200,11 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
// Only consider nailgie events that aren't past the start point.
|
// Only consider nailgie events that aren't past the start point.
|
||||||
if (startBeat <= nailBeat + nailLength) {
|
if (startBeat <= nailBeat + nailLength) {
|
||||||
int nailInEvent = Mathf.CeilToInt(nailLength + 1) / 2;
|
int nailInEvent = Mathf.CeilToInt(nailLength + 2) / 4;
|
||||||
|
|
||||||
for (int b = 0; b < nailInEvent; b++)
|
for (int b = 0; b < nailInEvent; b++)
|
||||||
{
|
{
|
||||||
var targetNailBeat = nailBeat + (2f * b);
|
var targetNailBeat = nailBeat + (4f * b);
|
||||||
if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
|
if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
|
||||||
{
|
{
|
||||||
sounds.Add(new MultiSound.Sound("nailCarpenter/alarm", targetNailBeat));
|
sounds.Add(new MultiSound.Sound("nailCarpenter/alarm", targetNailBeat));
|
||||||
|
@ -212,18 +212,18 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
new BeatAction.Action(targetNailBeat, delegate
|
new BeatAction.Action(targetNailBeat, delegate
|
||||||
{
|
{
|
||||||
EffectExclamRed.DoScaledAnimationAsync("exclamAppear", 0.5f);
|
EffectExclamRed.DoScaledAnimationAsync("exclamAppear", 0.25f);
|
||||||
})
|
})
|
||||||
});
|
});
|
||||||
SpawnSweet(targetNailBeat, startBeat,
|
SpawnSweet(targetNailBeat, startBeat,
|
||||||
(b==0 ? Sweet.sweetsType.ShortCake : Sweet.sweetsType.Cherry));
|
(b==0 ? Sweet.sweetsType.ShortCake : Sweet.sweetsType.Cherry));
|
||||||
SpawnNail(targetNailBeat+0.5f, startBeat);
|
SpawnNail(targetNailBeat+1f, startBeat);
|
||||||
SpawnSweet(targetNailBeat+1.0f, startBeat, Sweet.sweetsType.Cherry);
|
SpawnSweet(targetNailBeat+2f, startBeat, Sweet.sweetsType.Cherry);
|
||||||
SpawnNail(targetNailBeat+1.25f, startBeat);
|
SpawnNail(targetNailBeat+2.5f, startBeat);
|
||||||
SpawnNail(targetNailBeat+1.75f, startBeat);
|
SpawnNail(targetNailBeat+3.5f, startBeat);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
cherryTargetBeats.Add(nailBeat + 2f * nailInEvent);
|
cherryTargetBeats.Add(nailBeat + 4f * nailInEvent);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Spawn pudding and nail.
|
// Spawn pudding and nail.
|
||||||
|
@ -233,10 +233,10 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
// Only consider nailgie events that aren't past the start point.
|
// Only consider nailgie events that aren't past the start point.
|
||||||
if (startBeat <= nailBeat + nailLength) {
|
if (startBeat <= nailBeat + nailLength) {
|
||||||
int nailInEvent = Mathf.CeilToInt(nailLength);
|
int nailInEvent = Mathf.CeilToInt(nailLength)/2;
|
||||||
for (int b = 0; b < nailInEvent; b++)
|
for (int b = 0; b < nailInEvent; b++)
|
||||||
{
|
{
|
||||||
var targetNailBeat = nailBeat + (1f * b);
|
var targetNailBeat = nailBeat + (2f * b);
|
||||||
|
|
||||||
if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
|
if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
|
||||||
{
|
{
|
||||||
|
@ -244,7 +244,7 @@ namespace HeavenStudio.Games
|
||||||
SpawnSweet(targetNailBeat, startBeat,
|
SpawnSweet(targetNailBeat, startBeat,
|
||||||
(IsInRange(cherryTargetBeats, targetNailBeat) ? Sweet.sweetsType.Cherry :
|
(IsInRange(cherryTargetBeats, targetNailBeat) ? Sweet.sweetsType.Cherry :
|
||||||
Sweet.sweetsType.Pudding));
|
Sweet.sweetsType.Pudding));
|
||||||
SpawnNail(targetNailBeat+0.5f, startBeat);
|
SpawnNail(targetNailBeat+1f, startBeat);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -256,20 +256,20 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
// Only consider nailgie events that aren't past the start point.
|
// Only consider nailgie events that aren't past the start point.
|
||||||
if (startBeat <= nailBeat + nailLength) {
|
if (startBeat <= nailBeat + nailLength) {
|
||||||
int nailInEvent = Mathf.CeilToInt(nailLength + 1) / 2;
|
int nailInEvent = Mathf.CeilToInt(nailLength + 1f) / 4;
|
||||||
|
|
||||||
for (int b = 0; b < nailInEvent; b++)
|
for (int b = 0; b < nailInEvent; b++)
|
||||||
{
|
{
|
||||||
var targetNailBeat = nailBeat + (2f * b);
|
var targetNailBeat = nailBeat + (4f * b);
|
||||||
if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
|
if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
|
||||||
{
|
{
|
||||||
sounds.Add(new MultiSound.Sound("nailCarpenter/three", targetNailBeat));
|
sounds.Add(new MultiSound.Sound("nailCarpenter/three", targetNailBeat));
|
||||||
SpawnSweet(targetNailBeat, startBeat,
|
SpawnSweet(targetNailBeat, startBeat,
|
||||||
(IsInRange(cherryTargetBeats, targetNailBeat) ? Sweet.sweetsType.Cherry :
|
(IsInRange(cherryTargetBeats, targetNailBeat) ? Sweet.sweetsType.Cherry :
|
||||||
Sweet.sweetsType.CherryPudding));
|
Sweet.sweetsType.CherryPudding));
|
||||||
SpawnNail(targetNailBeat+0.5f, startBeat);
|
SpawnNail(targetNailBeat+1f, startBeat);
|
||||||
SpawnNail(targetNailBeat+1.0f, startBeat);
|
SpawnNail(targetNailBeat+2f, startBeat);
|
||||||
SpawnNail(targetNailBeat+1.5f, startBeat);
|
SpawnNail(targetNailBeat+3f, startBeat);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -281,11 +281,11 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
// Only consider nailgie events that aren't past the start point.
|
// Only consider nailgie events that aren't past the start point.
|
||||||
if (startBeat <= nailBeat + nailLength) {
|
if (startBeat <= nailBeat + nailLength) {
|
||||||
int nailInEvent = Mathf.CeilToInt(nailLength + 1) / 2;
|
int nailInEvent = Mathf.CeilToInt(nailLength + 2) / 4;
|
||||||
|
|
||||||
for (int b = 0; b < nailInEvent; b++)
|
for (int b = 0; b < nailInEvent; b++)
|
||||||
{
|
{
|
||||||
var targetNailBeat = nailBeat + (2f * b);
|
var targetNailBeat = nailBeat + (4f * b);
|
||||||
if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
|
if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
|
||||||
{
|
{
|
||||||
sounds.Add(new MultiSound.Sound("nailCarpenter/signal1", targetNailBeat));
|
sounds.Add(new MultiSound.Sound("nailCarpenter/signal1", targetNailBeat));
|
||||||
|
@ -294,18 +294,18 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
new BeatAction.Action(targetNailBeat, delegate
|
new BeatAction.Action(targetNailBeat, delegate
|
||||||
{
|
{
|
||||||
EffectExclamBlue.DoScaledAnimationAsync("exclamAppear", 0.5f);
|
EffectExclamBlue.DoScaledAnimationAsync("exclamAppear", 0.25f);
|
||||||
}),
|
}),
|
||||||
new BeatAction.Action(targetNailBeat+1f, delegate
|
new BeatAction.Action(targetNailBeat+1.5f, delegate
|
||||||
{
|
{
|
||||||
Carpenter.DoScaledAnimationAsync("carpenterArmUp", 0.5f);
|
Carpenter.DoScaledAnimationAsync("carpenterArmUp", 0.25f);
|
||||||
}),
|
}),
|
||||||
});
|
});
|
||||||
SpawnSweet(targetNailBeat, startBeat,
|
SpawnSweet(targetNailBeat, startBeat,
|
||||||
(IsInRange(cherryTargetBeats, targetNailBeat) ? Sweet.sweetsType.Cherry :
|
(IsInRange(cherryTargetBeats, targetNailBeat) ? Sweet.sweetsType.Cherry :
|
||||||
Sweet.sweetsType.LayerCake));
|
Sweet.sweetsType.LayerCake));
|
||||||
SpawnNail(targetNailBeat+0.5f, startBeat);
|
SpawnNail(targetNailBeat+1f, startBeat);
|
||||||
SpawnLongNail(targetNailBeat+1f, startBeat);
|
SpawnLongNail(targetNailBeat+2f, startBeat);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -379,7 +379,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
foreach (double item in list)
|
foreach (double item in list)
|
||||||
{
|
{
|
||||||
if (num >= item && num <= item + 0.25f)
|
if (num >= item && num <= item + .5f)
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
|
@ -60,19 +60,19 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
|
||||||
switch(sweetType)
|
switch(sweetType)
|
||||||
{
|
{
|
||||||
case sweetsType.Pudding:
|
case sweetsType.Pudding:
|
||||||
sweetAnim.DoScaledAnimationAsync("puddingBreak", 0.5f);
|
sweetAnim.DoScaledAnimationAsync("puddingBreak", 0.25f);
|
||||||
break;
|
break;
|
||||||
case sweetsType.CherryPudding:
|
case sweetsType.CherryPudding:
|
||||||
sweetAnim.DoScaledAnimationAsync("cherryPuddingBreak", 0.5f);
|
sweetAnim.DoScaledAnimationAsync("cherryPuddingBreak", 0.25f);
|
||||||
break;
|
break;
|
||||||
case sweetsType.ShortCake:
|
case sweetsType.ShortCake:
|
||||||
sweetAnim.DoScaledAnimationAsync("shortCakeBreak", 0.5f);
|
sweetAnim.DoScaledAnimationAsync("shortCakeBreak", 0.25f);
|
||||||
break;
|
break;
|
||||||
case sweetsType.Cherry:
|
case sweetsType.Cherry:
|
||||||
sweetAnim.DoScaledAnimationAsync("cherryBreak", 0.5f);
|
sweetAnim.DoScaledAnimationAsync("cherryBreak", 0.25f);
|
||||||
break;
|
break;
|
||||||
case sweetsType.LayerCake:
|
case sweetsType.LayerCake:
|
||||||
sweetAnim.DoScaledAnimationAsync("layerCakeBreak", 0.5f);
|
sweetAnim.DoScaledAnimationAsync("layerCakeBreak", 0.25f);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -81,9 +81,9 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
|
||||||
{
|
{
|
||||||
game.ScoreMiss();
|
game.ScoreMiss();
|
||||||
BreakAnim();
|
BreakAnim();
|
||||||
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f);
|
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
|
||||||
SoundByte.PlayOneShot("miss");
|
SoundByte.PlayOneShot("miss");
|
||||||
game.EyeAnim.DoScaledAnimationAsync("eyeBlink", 0.5f);
|
game.EyeAnim.DoScaledAnimationAsync("eyeBlink", 0.25f);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Empty(PlayerActionEvent caller) { }
|
private void Empty(PlayerActionEvent caller) { }
|
||||||
|
|
|
@ -17,85 +17,9 @@ MonoBehaviour:
|
||||||
DenseViewWidthThreshold: 512
|
DenseViewWidthThreshold: 512
|
||||||
_disableAutoReloadInBackground: 0
|
_disableAutoReloadInBackground: 0
|
||||||
ImportedScriptPaths:
|
ImportedScriptPaths:
|
||||||
- Assets/Scripts/Games/Tunnel/Tunnel.cs
|
- Assets/Scripts/Games/NailCarpenter/NailCarpenter.cs
|
||||||
- Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs
|
- Assets/Scripts/Games/NailCarpenter/LongNail.cs
|
||||||
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/RemixPropertiesDialog.cs
|
- Assets/Scripts/Games/NailCarpenter/Nail.cs
|
||||||
- Assets/Scripts/Games/TotemClimb/TotemClimb.cs
|
- Assets/Scripts/Games/NailCarpenter/Sweet.cs
|
||||||
- Assets/Plugins/StandaloneFileBrowser/IStandaloneFileBrowser.cs
|
|
||||||
- Assets/Scripts/LevelEditor/Commands/CommandManager.cs
|
|
||||||
- Assets/Scripts/Games/FirstContact/Translator.cs
|
|
||||||
- Assets/Scripts/LevelEditor/TooltipGiver.cs
|
|
||||||
- Assets/Scripts/InputSystem/USG.g/InitInputControllers.PlayerInput.ControllerLoaderGenerator.g.cs
|
|
||||||
- Assets/Scripts/Games/DrummingPractice/DrummerHit.cs
|
|
||||||
- Assets/Scripts/LevelEditor/TempoFinder/TempoFinder.cs
|
|
||||||
- Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs
|
|
||||||
- Assets/Scripts/StudioDance/Dancer.cs
|
|
||||||
- Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs
|
|
||||||
- Assets/Scripts/Games/Lockstep/Lockstep.cs
|
|
||||||
- Assets/Scripts/Games/TotemClimb/TCTotemManager.cs
|
|
||||||
- Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs
|
|
||||||
- Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs
|
|
||||||
- Assets/Scripts/Games/ForkLifter/ForkLifterPlayer.cs
|
|
||||||
- Assets/Scripts/Games/DoubleDate/SoccerBall.cs
|
|
||||||
- Assets/Scripts/Games/RhythmTweezers/Tweezers.cs
|
|
||||||
- Assets/Scripts/Games/WorkingDough/WorkingDough.cs
|
|
||||||
- Assets/Scripts/Games/TotemClimb/TCFrog.cs
|
|
||||||
- Assets/Scripts/UI/SettingsDialog/Tabs/ControllerSettings.cs
|
|
||||||
- Assets/Scripts/Games/SpaceDance/SpaceDance.cs
|
|
||||||
- Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs
|
|
||||||
- Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs
|
|
||||||
- Assets/Scripts/Games/TotemClimb/TCPillarManager.cs
|
|
||||||
- Assets/Scripts/Games/Fireworks/Fireworks.cs
|
|
||||||
- Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs
|
|
||||||
- Assets/Scripts/Games/WizardsWaltz/Wizard.cs
|
|
||||||
- Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.cs
|
|
||||||
- Assets/Scripts/Games/MonkeyWatch/WatchMonkeyHandler.cs
|
|
||||||
- Assets/Scripts/Games/MonkeyWatch/WatchBackgroundHandler.cs
|
|
||||||
- Assets/Scripts/Games/MonkeyWatch/MonkeyClockArrow.cs
|
|
||||||
- Assets/Scripts/Games/MonkeyWatch/BalloonHandler.cs
|
|
||||||
- Assets/Scripts/Games/MonkeyWatch/WatchMonkey.cs
|
|
||||||
- Assets/Scripts/Games/LumBEARjack/LumBEARjack.cs
|
|
||||||
- Assets/Scripts/Games/LumBEARjack/LBJBigObject.cs
|
|
||||||
- Assets/Scripts/Games/LumBEARjack/LBJSmallObject.cs
|
|
||||||
- Assets/Scripts/Games/LumBEARjack/LBJBear.cs
|
|
||||||
- Assets/Scripts/Games/LumBEARjack/LBJHugeObject.cs
|
|
||||||
- Assets/Scripts/Games/LumBEARjack/LBJCatMove.cs
|
|
||||||
- Assets/Scripts/Util/ParticleSystemHelpers.cs
|
|
||||||
- Assets/Scripts/Games/LumBEARjack/LBJBGCat.cs
|
|
||||||
- Assets/Scripts/Games/LumBEARjack/LBJBaby.cs
|
|
||||||
- Assets/Scripts/Games/LumBEARjack/LBJObjectRotate.cs
|
|
||||||
- Assets/Scripts/Games/LumBEARjack/LBJMissObject.cs
|
|
||||||
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/BoolChartPropertyPrefab.cs
|
|
||||||
- Assets/Plugins/Starpelly/Textures.cs
|
|
||||||
- Assets/Plugins/Starpelly/OS.cs
|
|
||||||
- Assets/Plugins/Color picker/ColorPreview.cs
|
|
||||||
- Assets/Scripts/Games/Manzai/Manzai.cs
|
|
||||||
- Assets/Plugins/Starpelly/Starpelly.cs
|
|
||||||
- Assets/Scripts/LevelEditor/Tooltip.cs
|
|
||||||
- Assets/Scripts/Games/SoundEffects.cs
|
|
||||||
- Assets/Plugins/Starpelly/Random.cs
|
|
||||||
- Assets/Plugins/Starpelly/OperatingSystem/Linux.cs
|
|
||||||
- Assets/Plugins/Starpelly/Utils.cs
|
|
||||||
- Assets/Plugins/Starpelly/Enums/Windows.cs
|
|
||||||
- Assets/Plugins/Starpelly/OperatingSystem/Windows.cs
|
|
||||||
- Assets/Plugins/Starpelly/Pelly.cs
|
|
||||||
- Assets/Plugins/Starpelly/Enums/StringType.cs
|
|
||||||
- Assets/Plugins/Starpelly/OperatingSystem/User32.cs
|
|
||||||
- Assets/Plugins/Starpelly/Extensions.cs
|
|
||||||
- Assets/Plugins/Starpelly/ScreenUtility.cs
|
|
||||||
- Assets/Plugins/Starpelly/Properties/Strings.cs
|
|
||||||
- Assets/Plugins/Starpelly/Anchors.cs
|
|
||||||
- Assets/Plugins/Starpelly/Properties/Arrays.cs
|
|
||||||
- Assets/Plugins/Starpelly/OperatingSystem/IOperatingSystem.cs
|
|
||||||
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/RemixPropertyPrefab.cs
|
|
||||||
- Assets/Scripts/LevelEditor/Timeline/LayerLabel.cs
|
|
||||||
- Assets/Plugins/Starpelly/Transformer.cs
|
|
||||||
- Assets/Plugins/Starpelly/RendererExtensions.cs
|
|
||||||
- Assets/Scripts/Util/StringUtils.cs
|
|
||||||
- Assets/Plugins/Starpelly/OperatingSystem/MacOS.cs
|
|
||||||
- Assets/Plugins/Starpelly/Common.cs
|
|
||||||
- Assets/Scripts/Games/LumBEARjack/LBJBomb.cs
|
|
||||||
- Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs
|
|
||||||
- Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs
|
|
||||||
PathsToSkipImportEvent: []
|
PathsToSkipImportEvent: []
|
||||||
PathsToIgnoreOverwriteSettingOnAttribute: []
|
PathsToIgnoreOverwriteSettingOnAttribute: []
|
||||||
|
|
Loading…
Reference in a new issue