bon odori is now playable, just no animations and sounds
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border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
|
@ -503,6 +503,69 @@ TextureImporter:
|
|||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
- serializedVersion: 2
|
||||
name: bon_odori_2
|
||||
rect:
|
||||
serializedVersion: 2
|
||||
x: 145
|
||||
y: 152
|
||||
width: 44
|
||||
height: 48
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
tessellationDetail: 0
|
||||
bones: []
|
||||
spriteID: e2d7bd7e76b9b5845b9becc986d1a009
|
||||
internalID: 629234624
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
- serializedVersion: 2
|
||||
name: bon_odori_3
|
||||
rect:
|
||||
serializedVersion: 2
|
||||
x: 82
|
||||
y: 154
|
||||
width: 56
|
||||
height: 51
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
tessellationDetail: 0
|
||||
bones: []
|
||||
spriteID: a239c8ee6d27a9f4e94eb0b54e225093
|
||||
internalID: 616323414
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
- serializedVersion: 2
|
||||
name: bon_odori_4
|
||||
rect:
|
||||
serializedVersion: 2
|
||||
x: 28
|
||||
y: 150
|
||||
width: 50
|
||||
height: 57
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
tessellationDetail: 0
|
||||
bones: []
|
||||
spriteID: 69317f0c0a631a44fa6759d4d8188b29
|
||||
internalID: -1823065352
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
|
@ -516,6 +579,9 @@ TextureImporter:
|
|||
nameFileIdTable:
|
||||
bon_odori_0: 1931037481
|
||||
bon_odori_1: -1278074751
|
||||
bon_odori_2: 629234624
|
||||
bon_odori_3: 616323414
|
||||
bon_odori_4: -1823065352
|
||||
bon_odori_body_1: 1318838821
|
||||
bon_odori_body_2: 1324151927
|
||||
bon_odori_body_5: 712589279
|
||||
|
|
|
@ -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");
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue