bon odori is now playable, just no animations and sounds

This commit is contained in:
streitixy 2024-01-25 16:56:05 -03:00
parent ad5f67647c
commit b29fb5363d
17 changed files with 3519 additions and 80 deletions

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@ -12,24 +12,7 @@ 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)
@ -38,10 +21,22 @@ namespace HeavenStudio.Games.Loaders
{
new GameAction("pan", "Pan")
{
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat); },
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 1); },
defaultLength = 2f,
},
new GameAction("pa-n", "Pa-n")
{
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 1.5); },
defaultLength = 2.5f,
},
new GameAction("pa", "Pa")
{
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 0.5 ); },
defaultLength = 1.5f,
}
});
@ -58,43 +53,54 @@ 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;
[Header("Animations")]
public Animator AnimatorPlayer;
public Animator AnimatorDonpan1;
public Animator AnimatorDonpan2;
public Animator AnimatorDonpan3;
public static BonOdori instance { get; set; }
public void Awake()
{
instance = this;
Debug.Log("AWAKEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE");
}
public void Clap(double beat)
public void Clap(double beat, double type)
{
ScheduleInput(beat, 1f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
AnimatorGeneral.Play("ClapGeneral", 0, 0);
new MultiSound.Sound("coinToss/cowbell2", 1f, offset: 0.01f);
ScheduleInput(beat, beat + 1f * type, InputAction_BasicPress, Success, Miss, Empty);
Debug.Log("TESTE");
}
public void CatchSuccess(PlayerActionEvent caller, float state)
public void Success(PlayerActionEvent caller, float state)
{
AnimatorGeneral.Play("ClapGeneral", 0, 0);
new MultiSound.Sound("coinToss/cowbell2", 1f, offset: 0.01f);
AnimatorPlayer.Play("ClapAll", 0, 0);
AnimatorDonpan1.Play("ClapAll", 0, 0);
AnimatorDonpan2.Play("ClapAll", 0, 0);
AnimatorDonpan3.Play("ClapAll", 0, 0);
Debug.Log("SUCCESS");
}
public void CatchMiss(PlayerActionEvent caller)
public void Miss(PlayerActionEvent caller)
{
AnimatorGeneral.Play("ClapGeneral", 0, 0);
new MultiSound.Sound("coinToss/cowbell2", 1f, offset: 0.01f);
Debug.Log("MISS");
}
public void CatchEmpty(PlayerActionEvent caller)
public void Empty(PlayerActionEvent caller)
{
AnimatorGeneral.Play("ClapGeneral", 0, 0);
new MultiSound.Sound("coinToss/cowbell2", 1f, offset: 0.01f);
Debug.Log("Empty");
}