Merge branch 'megaminerjenny:master' into master

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ev 2023-01-20 22:40:19 -05:00 committed by GitHub
commit b13ea37175
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83 changed files with 5520 additions and 134 deletions

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@ -0,0 +1,49 @@
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlTambourineLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("tambourine", "Tambourine \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "812021", false, false, new List<GameAction>()
{
});
}
}
}
namespace HeavenStudio.Games
{
//using Scripts_Tambourine;
public class Tambourine : Minigame
{
[Header("Components")]
[SerializeField] Animator handsAnimator;
public static Tambourine instance;
void Awake()
{
instance = this;
}
void Update()
{
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
handsAnimator.Play("Shake", 0, 0);
//Jukebox.PlayOneShotGame("workingDough/PlayerSmallJump");
}
else if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
{
handsAnimator.Play("Smack", 0, 0);
//Jukebox.PlayOneShotGame("workingDough/PlayerBigJump");
}
}
}
}

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@ -11,12 +11,12 @@ namespace HeavenStudio.Games.Loaders
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("workingDough", "Working Dough \n<color=#eb5454>[WIP]</color>", "090909", false, false, new List<GameAction>()
return new Minigame("workingDough", "Working Dough", "090909", false, false, new List<GameAction>()
{
new GameAction("beat intervals", "Start Interval")
{
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSetIntervalStart(e.beat, e.length); },
defaultLength = 4f,
defaultLength = 8f,
resizable = true,
priority = 1
},
@ -24,23 +24,27 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSpawnBall(e.beat, false); },
defaultLength = 0.5f,
priority = 2
},
new GameAction("big ball", "Big Ball")
{
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSpawnBall(e.beat, true); },
defaultLength = 0.5f,
priority = 2
},
new GameAction("launch spaceship", "Launch Spaceship")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); },
defaultLength = 4f,
resizable = true
resizable = true,
priority = 3
},
new GameAction("rise spaceship", "Rise Up Spaceship")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); },
defaultLength = 4f,
resizable = true
resizable = true,
priority = 3
},
new GameAction("lift dough dudes", "Lift Dough Dudes")
{
@ -50,7 +54,8 @@ namespace HeavenStudio.Games.Loaders
{
new Param("toggle", false, "Go Up?", "Toggle to go Up or Down.")
},
resizable = true
resizable = true,
priority = 3
},
new GameAction("instant lift", "Instant Lift")
{
@ -60,6 +65,7 @@ namespace HeavenStudio.Games.Loaders
new Param("toggle", true, "Go Up?", "Toggle to go Up or Down.")
},
defaultLength = 0.5f,
priority = 3
},
new GameAction("mr game and watch enter or exit", "Mr. G&W Enter or Exit")
{
@ -69,7 +75,8 @@ namespace HeavenStudio.Games.Loaders
{
new Param("toggle", false, "Should exit?", "Toggle to make him leave or enter.")
},
resizable = true
resizable = true,
priority = 3
},
new GameAction("instant game and watch", "Instant Mr. G&W Enter or Exit")
{
@ -79,6 +86,7 @@ namespace HeavenStudio.Games.Loaders
new Param("toggle", false, "Exit?", "Toggle to make him leave or enter.")
},
defaultLength = 0.5f,
priority = 3
},
});
}
@ -129,7 +137,7 @@ namespace HeavenStudio.Games
float risingStartBeat;
float liftingLength = 4f;
float liftingStartBeat;
public float beatInterval = 4f;
public float beatInterval = 8f;
float gandMovingLength = 4f;
float gandMovingStartBeat;
public bool bigMode;
@ -153,7 +161,7 @@ namespace HeavenStudio.Games
bool liftingDoughDudes;
string liftingAnimName;
bool ballTriggerSetInterval = true;
bool gandwHasEntered;
bool gandwHasEntered = true;
bool gandwMoving;
string gandwMovingAnimName;

View file

@ -14,17 +14,17 @@ namespace HeavenStudio
public const int RIGHT = 1;
public const int DOWN = 2;
public const int LEFT = 3;
///////////////////////////////
////TEMPORARY JSL FUNCTIONS////
///////////////////////////////
static int jslDevicesFound = 0;
static int jslDevicesConnected = 0;
static int[] jslDeviceHandles;
static List<InputController> inputDevices;
public static int InitInputControllers()
{
inputDevices = new List<InputController>();
@ -34,11 +34,11 @@ namespace HeavenStudio
keyboard.InitializeController();
inputDevices.Add(keyboard);
//end Keyboard setup
//JoyShock setup
Debug.Log("Flushing possible JoyShocks...");
DisconnectJoyshocks();
jslDevicesFound = JslConnectDevices();
if (jslDevicesFound > 0)
{
@ -53,7 +53,7 @@ namespace HeavenStudio
Debug.Log("Found " + jslDevicesFound + " JoyShocks.");
Debug.Log("Connected " + jslDevicesConnected + " JoyShocks.");
}
foreach (int i in jslDeviceHandles)
{
Debug.Log("Setting up JoyShock: ( Handle " + i + ", type " + JslGetControllerType(i) + " )");
@ -68,25 +68,36 @@ namespace HeavenStudio
Debug.Log("No JoyShocks found.");
}
//end JoyShock setup
//TODO: XInput setup (boo)
//end XInput setup
return inputDevices.Count;
}
public static int GetNumControllersConnected()
{
return inputDevices.Count;
}
public static List<InputController> GetInputControllers()
{
return inputDevices;
}
public static InputController GetInputController(int player)
{
// Needed so Keyboard works on MacOS
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
inputDevices = new List<InputController>();
if(inputDevices.Count < 1)
{
InputKeyboard keyboard = new InputKeyboard();
keyboard.SetPlayer(1);
keyboard.InitializeController();
inputDevices.Add(keyboard);
}
#endif
//select input controller that has player field set to player
//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
//so such controllers should have a reference to the other controller in the pair
@ -99,13 +110,26 @@ namespace HeavenStudio
}
return null;
}
public static int GetInputControllerId(int player)
{
//select input controller id that has player field set to player
//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
//so such controllers should have a reference to the other controller in the pair
//controller IDs are determined by connection order (the Keyboard is always first)
// Needed so Keyboard works on MacOS
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
inputDevices = new List<InputController>();
if(inputDevices.Count < 1)
{
InputKeyboard keyboard = new InputKeyboard();
keyboard.SetPlayer(1);
keyboard.InitializeController();
inputDevices.Add(keyboard);
}
#endif
for (int i = 0; i < inputDevices.Count; i++)
{
if (inputDevices[i].GetPlayer() == player)
@ -115,15 +139,26 @@ namespace HeavenStudio
}
return -1;
}
public static void UpdateInputControllers()
{
// Needed so Keyboard works on MacOS
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
inputDevices = new List<InputController>();
if(inputDevices.Count < 1)
{
InputKeyboard keyboard = new InputKeyboard();
keyboard.SetPlayer(1);
keyboard.InitializeController();
inputDevices.Add(keyboard);
}
#endif
foreach (InputController i in inputDevices)
{
i.UpdateState();
}
}
public static void DisconnectJoyshocks()
{
if (jslDeviceHandles != null && jslDevicesConnected > 0 && jslDeviceHandles.Length > 0)
@ -141,7 +176,7 @@ namespace HeavenStudio
jslDevicesFound = 0;
jslDevicesConnected = 0;
}
// The autoplay isn't activated AND
// The song is actually playing AND
// The GameManager allows you to Input
@ -149,99 +184,99 @@ namespace HeavenStudio
{
return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
/*--------------------*/
/* MAIN INPUT METHODS */
/*--------------------*/
// BUTTONS
//TODO: refactor for controller and custom binds, currently uses temporary button checks
public static bool Pressed(bool includeDPad = false)
{
bool keyDown = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionDown());
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput ;
}
public static bool PressedUp(bool includeDPad = false)
{
bool keyUp = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionUp());
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
public static bool Pressing(bool includeDPad = false)
{
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirection());
return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
public static bool AltPressed()
{
bool down = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadS);
return down && playerHasControl();
}
public static bool AltPressedUp()
{
bool up = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadS);
return up && playerHasControl();
}
public static bool AltPressing()
{
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadS);
return pressing && playerHasControl();
}
//Directions
public static bool GetAnyDirectionDown()
{
InputController c = GetInputController(1);
return (c.GetHatDirectionDown((InputController.InputDirection) UP)
|| c.GetHatDirectionDown((InputController.InputDirection) DOWN)
|| c.GetHatDirectionDown((InputController.InputDirection) LEFT)
|| c.GetHatDirectionDown((InputController.InputDirection) RIGHT)
) && playerHasControl();
|| c.GetHatDirectionDown((InputController.InputDirection) DOWN)
|| c.GetHatDirectionDown((InputController.InputDirection) LEFT)
|| c.GetHatDirectionDown((InputController.InputDirection) RIGHT)
) && playerHasControl();
}
public static bool GetAnyDirectionUp()
{
InputController c = GetInputController(1);
return (c.GetHatDirectionUp((InputController.InputDirection) UP)
|| c.GetHatDirectionUp((InputController.InputDirection) DOWN)
|| c.GetHatDirectionUp((InputController.InputDirection) LEFT)
|| c.GetHatDirectionUp((InputController.InputDirection) RIGHT)
) && playerHasControl();
|| c.GetHatDirectionUp((InputController.InputDirection) DOWN)
|| c.GetHatDirectionUp((InputController.InputDirection) LEFT)
|| c.GetHatDirectionUp((InputController.InputDirection) RIGHT)
) && playerHasControl();
}
public static bool GetAnyDirection()
{
InputController c = GetInputController(1);
return (c.GetHatDirection((InputController.InputDirection) UP)
|| c.GetHatDirection((InputController.InputDirection) DOWN)
|| c.GetHatDirection((InputController.InputDirection) LEFT)
|| c.GetHatDirection((InputController.InputDirection) RIGHT)
) && playerHasControl();
|| c.GetHatDirection((InputController.InputDirection) DOWN)
|| c.GetHatDirection((InputController.InputDirection) LEFT)
|| c.GetHatDirection((InputController.InputDirection) RIGHT)
) && playerHasControl();
}
public static bool GetSpecificDirection(int direction)
{
return GetInputController(1).GetHatDirection((InputController.InputDirection) direction) && playerHasControl();
}
public static bool GetSpecificDirectionDown(int direction)
{
return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction) && playerHasControl();
}
public static bool GetSpecificDirectionUp(int direction)
{
return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction) && playerHasControl();
}
}
}
}

View file

@ -29,7 +29,8 @@ This project is still in development, so there are currently no release builds y
- [MacOS](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneOSX-build.zip)
## Self-Building
#### Note: Mac-OS and Linux-based builds are not fully tested, you may [experience bugs with audio-related tasks](https://github.com/megaminerjenny/HeavenStudio/issues/72).
#### Note: MacOS and Linux-based builds are not fully tested, you may [experience bugs with audio-related tasks](https://github.com/megaminerjenny/HeavenStudio/issues/72).
#### Note: on MacOS, You need to [set the app as executable by yourself](https://cdn.discordapp.com/attachments/954121092564402207/1060769484278861844/IMG_6336.jpg).
Heaven Studio is made in [Unity 2020.3.25f1](https://unity3d.com/unity/whats-new/2020.3.25),
and programmed with [Visual Studio Code](https://code.visualstudio.com/).