From b01361cc0c68bf9bbb6c77aaacb5e6ecf55eff37 Mon Sep 17 00:00:00 2001 From: AstrlJelly Date: Thu, 15 Feb 2024 22:03:56 -0500 Subject: [PATCH] READY FOR RECORDING particles, win animation, etc. --- Assets/Resources/Games/slotMonster.prefab | 5025 ++++++++++++++++- .../games/slotMonster/{atari.wav => win.wav} | Bin .../{atari.wav.meta => win.wav.meta} | 0 .../SlotMonster/Animations/Button/Flash.anim | 28 +- .../Animations/SlotMonster/ArmRaise.anim | 47 +- .../Animations/SlotMonster/Idle.anim | 47 +- .../Animations/SlotMonster/Lose.anim | 47 +- .../Animations/SlotMonster/Prepare.anim | 45 + .../Animations/SlotMonster/Release.anim | 94 +- .../Animations/SlotMonster/Win.anim | 47 +- .../Games/SlotMonster/SlotMonster.png.meta | 21 + .../Scripts/Games/SlotMonster/SlotButton.cs | 57 +- .../Scripts/Games/SlotMonster/SlotMonster.cs | 95 +- 13 files changed, 5465 insertions(+), 88 deletions(-) rename Assets/Resources/Sfx/games/slotMonster/{atari.wav => win.wav} (100%) rename Assets/Resources/Sfx/games/slotMonster/{atari.wav.meta => win.wav.meta} (100%) diff --git a/Assets/Resources/Games/slotMonster.prefab b/Assets/Resources/Games/slotMonster.prefab index 58d510a44..7c5b75988 100644 --- a/Assets/Resources/Games/slotMonster.prefab +++ b/Assets/Resources/Games/slotMonster.prefab @@ -113,6 +113,7 @@ Transform: m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: + - 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curve: serializedVersion: 2 diff --git a/Assets/Resources/Sprites/Games/SlotMonster/Animations/SlotMonster/Release.anim b/Assets/Resources/Sprites/Games/SlotMonster/Animations/SlotMonster/Release.anim index 263b755d4..e1c8eee79 100644 --- a/Assets/Resources/Sprites/Games/SlotMonster/Animations/SlotMonster/Release.anim +++ b/Assets/Resources/Sprites/Games/SlotMonster/Animations/SlotMonster/Release.anim @@ -544,7 +544,7 @@ AnimationClip: m_Curve: - serializedVersion: 3 time: 0 - value: 1 + value: 700 inSlope: Infinity outSlope: Infinity tangentMode: 103 @@ -595,6 +595,44 @@ AnimationClip: path: Head/Mouth classID: 1 script: {fileID: 0} + - curve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 0 + inSlope: Infinity + outSlope: Infinity + tangentMode: 103 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + attribute: m_IsActive + path: Head/HeadCover + classID: 1 + script: {fileID: 0} + - curve: + serializedVersion: 2 + m_Curve: + - 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m_FloatCurves: [] + m_FloatCurves: + - curve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: Infinity + outSlope: Infinity + tangentMode: 103 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + attribute: m_IsActive + path: Head/HeadCover + classID: 1 + script: {fileID: 0} m_PPtrCurves: - curve: - time: 0 @@ -531,6 +550,13 @@ AnimationClip: typeID: 4 customType: 0 isPPtrCurve: 0 + - serializedVersion: 2 + path: 2485469132 + attribute: 2086281974 + script: {fileID: 0} + typeID: 1 + customType: 0 + isPPtrCurve: 0 - serializedVersion: 2 path: 130111906 attribute: 0 @@ -1962,6 +1988,25 @@ AnimationClip: path: Hand classID: 4 script: {fileID: 0} + - curve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: Infinity + outSlope: Infinity + tangentMode: 103 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + attribute: m_IsActive + path: Head/HeadCover + classID: 1 + script: {fileID: 0} m_EulerEditorCurves: - curve: serializedVersion: 2 diff --git a/Assets/Resources/Sprites/Games/SlotMonster/SlotMonster.png.meta b/Assets/Resources/Sprites/Games/SlotMonster/SlotMonster.png.meta index 009ab75a2..967edd50c 100644 --- a/Assets/Resources/Sprites/Games/SlotMonster/SlotMonster.png.meta +++ b/Assets/Resources/Sprites/Games/SlotMonster/SlotMonster.png.meta @@ -902,6 +902,27 @@ TextureImporter: indices: edges: [] weights: [] + - serializedVersion: 2 + name: SlotMonster_29 + rect: + serializedVersion: 2 + x: 1530 + y: 1374 + width: 277 + height: 346 + alignment: 9 + pivot: {x: 0.5, y: 0.351} + border: {x: 0, y: 0, z: 0, w: 0} + outline: [] + physicsShape: [] + tessellationDetail: 0 + bones: [] + spriteID: e0c73a35dd3facd4480bf264b49d929d + internalID: -32620696 + vertices: [] + indices: + edges: [] + weights: [] outline: [] physicsShape: [] bones: [] diff --git a/Assets/Scripts/Games/SlotMonster/SlotButton.cs b/Assets/Scripts/Games/SlotMonster/SlotButton.cs index 7cd132a58..df38cfeb2 100644 --- a/Assets/Scripts/Games/SlotMonster/SlotButton.cs +++ b/Assets/Scripts/Games/SlotMonster/SlotButton.cs @@ -11,51 +11,66 @@ namespace HeavenStudio.Games.Scripts_SlotMonster public class SlotButton : MonoBehaviour { public bool pressed; - // public double timing; public Color color; // used to ease between button colors and button flash colors! wow + public PlayerActionEvent input; + public bool missed; + [Header("Components")] public Animator anim; - public SpriteRenderer[] srs; + [SerializeField] SpriteRenderer[] srs; private bool flashing; - const int FLASH_FRAMES = 4; + private const float FLASH_FRAMES = 4f; private int currentFrame; private SlotMonster game; public void Init(SlotMonster instance) { - color = srs[0].color; game = instance; + pressed = true; + color = srs[0].color; } private void LateUpdate() { - if (flashing) { - foreach (var sr in srs) { - // sr.color = Color.Lerp(color, game.buttonFlashColor, currentFrame / FRAMES); + Color newColor = color; + if (pressed) { + newColor = Color.LerpUnclamped(color, Color.black, 0.5f); + } else if (flashing) { + float normalized = currentFrame / FLASH_FRAMES; - var normalized = currentFrame / FLASH_FRAMES; + Debug.Log("normalized : " + normalized); + float newR = EasingFunction.Linear(game.buttonFlashColor.r, color.r, normalized); + float newG = EasingFunction.Linear(game.buttonFlashColor.g, color.g, normalized); + float newB = EasingFunction.Linear(game.buttonFlashColor.b, color.b, normalized); - float newR = EasingFunction.Linear(game.buttonFlashColor.r, color.r, normalized); - float newG = EasingFunction.Linear(game.buttonFlashColor.g, color.g, normalized); - float newB = EasingFunction.Linear(game.buttonFlashColor.b, color.b, normalized); - - sr.color = new Color(newR, newG, newB); - Debug.Log("sr.color : " + sr.color); - Debug.Log("currentFrame : " + currentFrame); - } - } else { - foreach (var sr in srs) { - sr.color = color; - } + newColor = new Color(newR, newG, newB); + // Debug.Log("currentFrame / FLASH_FRAMES : " + currentFrame + "/" + FLASH_FRAMES); + // newColor = Color.LerpUnclamped(color, game.buttonFlashColor, normalized); + // Debug.Log("color : " + color); + // Debug.Log("newColor : " + newColor); } + + foreach (var sr in srs) { + sr.color = newColor; + } + // Color newColor = Color.LerpUnclamped(color, tempColor, 0.45f); + + // foreach (var sr in srs) { + // sr.color = color; + // } } - public void Press() + public void Press(bool isHit) { anim.DoScaledAnimationAsync("Press", 0.5f); pressed = true; + if (!isHit) { + missed = true; + input.Disable(); + input.CleanUp(); + } } public void TryFlash() diff --git a/Assets/Scripts/Games/SlotMonster/SlotMonster.cs b/Assets/Scripts/Games/SlotMonster/SlotMonster.cs index 1c74dce4d..d8bc40f90 100644 --- a/Assets/Scripts/Games/SlotMonster/SlotMonster.cs +++ b/Assets/Scripts/Games/SlotMonster/SlotMonster.cs @@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Loaders function = delegate { if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) { var e = eventCaller.currentEntity; - instance.StartInterval(e.beat, e.length, e["auto"], e["eyeType"], 0); + instance.StartInterval(e, e["auto"], e["eyeType"], 0); } }, defaultLength = 3f, @@ -77,6 +77,24 @@ namespace HeavenStudio.Games.Loaders new Param("flash", new Color(1f, 1f, 0.68f), "Button Flash Color", "Set the color of the flash of the buttons."), }, }, + new GameAction("gameplayModifiers", "Gameplay Modifiers") + { + function = delegate { + if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) { + var e = eventCaller.currentEntity; + instance.GameplayModifiers(e["lottery"], e["stars"]); + } + }, + defaultLength = 0.5f, + priority = 1, + parameters = new List() + { + new Param("lottery", true, "Lottery", "Toggle if the win particles should play after a successful sequence.", new() { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "stars" }), + }), + new Param("stars", false, "Use Stars", "Use stars instead of coins? (From the Korean version of RH DS)"), + }, + }, } ); } @@ -85,6 +103,7 @@ namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games { + using System.Linq; using Scripts_SlotMonster; public class SlotMonster : Minigame { @@ -114,10 +133,13 @@ namespace HeavenStudio.Games [SerializeField] Animator smAnim; [SerializeField] Animator[] eyeAnims; + [Header("Objects")] [SerializeField] SlotButton[] buttons; - public Color buttonFlashColor; + [SerializeField] ParticleSystem winParticles; + public Color buttonFlashColor = new(1f, 1f, 0.68f); private List gameEntities; + private bool doWin = true; private Sound rollingSound; private int currentEyeSprite = 1; @@ -146,9 +168,9 @@ namespace HeavenStudio.Games public override void OnGameSwitch(double beat) { - gameEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == "slotMonster"); + gameEntities = gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == "slotMonster"); foreach (RiqEntity e in gameEntities.FindAll(e => e.datamodel == "slotMonster/startInterval" && e.beat < beat && e.beat + e.length > beat)) { - StartInterval(e.beat, e.length, e["auto"], e["eyeType"], beat); + StartInterval(e, e["auto"], e["eyeType"], beat); } } @@ -160,26 +182,22 @@ namespace HeavenStudio.Games int thisButton = GetCurrentButton(); if (thisButton == -1) return false; bool isLast = thisButton == maxButtons - 1; - string hitSfx = "slotMonster/stop_" + (isLast && isHit ? "hit" : (thisButton + 1)); - SoundByte.PlayOneShotGame(hitSfx, forcePlay: true); for (int i = thisButton; i < (isLast ? 3 : thisButton + 1); i++) { - buttons[thisButton].Press(); + buttons[thisButton].Press(isHit); if (eyeAnims[thisButton].IsPlayingAnimationNames("Spin")) { int eyeSprite = currentEyeSprite; string anim = "EyeItem"; if (!isHit) { - do { - eyeSprite = UnityEngine.Random.Range(0, 9); - } while (eyeSprite == (currentEyeSprite - 1)); - anim += eyeSprite + 1; - } else { - if (timing == 1) { + eyeSprite = UnityEngine.Random.Range(1, 9); + if (eyeSprite >= currentEyeSprite) eyeSprite++; + anim += eyeSprite; + } else { // only do all this if it's actually a hit + if (timing == -1) { // if the timing is early eyeSprite = (eyeSprite + 1) % 9; } anim += eyeSprite + 1; - if (timing != 0) { - // string += lol + if (timing != 0) { // if it's a barely anim += "Barely"; } } @@ -187,19 +205,27 @@ namespace HeavenStudio.Games eyeAnims[thisButton].Play(anim, 0, 0); } } + bool isMiss = buttons.Any(x => x.missed); + string hitSfx = "slotMonster/stop_" + (isLast && isHit && !isMiss ? "hit" : (thisButton + 1)); + SoundByte.PlayOneShotGame(hitSfx, forcePlay: true); if (isLast) { if (rollingSound != null) rollingSound.Stop(); + if (isHit && doWin) { + SoundByte.PlayOneShotGame("slotMonster/win"); + winParticles.Play(); + } } currentButton++; return isLast && isHit; } - public void StartInterval(double beat, float length, bool autoPass, int eyeSprite, double gameSwitchBeat) + public void StartInterval(RiqEntity si, bool autoPass, int eyeSprite, double gameSwitchBeat) { - List slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= beat && e.beat < beat + length); + List slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= si.beat && e.beat < si.beat + si.length); + if (slotActions.Count <= 0) return; SoundByte.PlayOneShotGame("slotMonster/start_touch", forcePlay: true); - smAnim.DoScaledAnimationFromBeatAsync("Prepare", 0.5f, beat); + smAnim.DoScaledAnimationFromBeatAsync("Prepare", 0.5f, si.beat); foreach (var button in buttons) { button.anim.Play("PopUp", 0, 1); } @@ -232,14 +258,14 @@ namespace HeavenStudio.Games BeatAction.New(this, actions); if (autoPass) { - BeatAction.New(this, new() { new(beat + length, delegate { + BeatAction.New(this, new() { new(si.beat + si.length, delegate { currentEyeSprite = eyeSprite == 0 ? UnityEngine.Random.Range(1, 10) : eyeSprite; - PassTurn(beat + length, 1, beat, slotActions); + PassTurn(si.beat + si.length, 1, si.beat, si, slotActions); })}); } } - public void PassTurn(double beat, float length, double startBeat = -1, List slotActions = null) + public void PassTurn(double beat, float length, double startBeat = -1, RiqEntity startInterval = null, List slotActions = null) { smAnim.DoScaledAnimationFromBeatAsync("Release", 0.5f, beat); for (int i = 0; i < eyeAnims.Length; i++) { @@ -247,11 +273,12 @@ namespace HeavenStudio.Games } SoundByte.PlayOneShotGame("slotMonster/start_rolling", forcePlay: true); rollingSound = SoundByte.PlayOneShotGame("slotMonster/rolling", looping: true, forcePlay: true); - if (startBeat < 0 || slotActions == null) { - var startInterval = gameEntities.FindLast(e => e.datamodel == "slotMonster/startInterval" && e.beat + e.length < beat); + + startInterval ??= gameEntities.FindLast(e => e.datamodel == "slotMonster/startInterval" && e.beat + e.length < beat); + if (startBeat < 0) { startBeat = startInterval.beat; - slotActions ??= gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= startInterval.beat && e.beat < startInterval.beat + startInterval.length); } + slotActions ??= gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= startInterval.beat && e.beat < startInterval.beat + startInterval.length); List actions = new(); for (int i = 0; i < Mathf.Min(slotActions.Count, 3); i++) // limit to 3 actions @@ -263,12 +290,16 @@ namespace HeavenStudio.Games buttons[whichSlot].TryFlash(); })); - PlayerActionEvent input = ScheduleInput(beat, slotBeat - startBeat + length, InputAction_BasicPress, ButtonHit, null, null); - // input.IsHittable = () => { // ugh this breaks the input check - // int currentButton = GetCurrentButton(); - // return currentButton == whichSlot && !buttonsPressed[whichSlot]; - // }; + PlayerActionEvent input = ScheduleInput(beat, slotBeat - startBeat + length, InputAction_BasicPress, ButtonHit, null, null, () => { + return GetCurrentButton() == whichSlot && !buttons[whichSlot].pressed; + }); } + actions.Add(new(beat + length + startInterval.beat + startInterval.length, delegate { + if (rollingSound != null) rollingSound.Stop(); + if (buttons.Any(x => x.missed)) { // if it's a miss + smAnim.DoScaledAnimationAsync("Lose", 0.5f); + } + })); BeatAction.New(this, actions); } @@ -294,5 +325,11 @@ namespace HeavenStudio.Games } buttonFlashColor = flashColor; } + + public void GameplayModifiers(bool lottery, bool stars) + { + // var sheetAnim = winParticles.textureSheetAnimation; + doWin = lottery; + } } } \ No newline at end of file