lastbeatpulse + gears are the only thing left
i was GONNA add both the beat based and constant gear animations but it just doesn't work out the way i want it to.
OHHHH WELLLLL
im gonna use straight up transforms anyways so i wont have to deal with unity animation (🤢)
This commit is contained in:
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value: 360
|
||||
inSlope: 2160
|
||||
outSlope: 0
|
||||
tangentMode: 69
|
||||
weightedMode: 0
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fa6d5c0083cf542489ebce618b5beedd
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 7400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -6,7 +6,7 @@ AnimationClip:
|
|||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: BaconHit
|
||||
m_Name: BaconBallHit
|
||||
serializedVersion: 6
|
||||
m_Legacy: 0
|
||||
m_Compressed: 0
|
||||
|
|
@ -306,7 +306,7 @@ AnimationClip:
|
|||
m_Level: 0
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||||
m_CycleOffset: 0
|
||||
m_HasAdditiveReferencePose: 0
|
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m_LoopTime: 1
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m_LoopTime: 0
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m_LoopBlend: 0
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m_LoopBlendOrientation: 0
|
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m_LoopBlendPositionY: 0
|
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|
|
@ -112,7 +112,7 @@ AnimatorState:
|
|||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: BaconHit
|
||||
m_Name: BaconBallHit
|
||||
m_Speed: 1
|
||||
m_CycleOffset: 0
|
||||
m_Transitions: []
|
||||
|
|
|
|||
|
|
@ -1,72 +0,0 @@
|
|||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
|
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--- !u!1102 &-8432484601972260939
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AnimatorState:
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serializedVersion: 6
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: SmallGearSpin
|
||||
m_Speed: 1
|
||||
m_CycleOffset: 0
|
||||
m_Transitions: []
|
||||
m_StateMachineBehaviours: []
|
||||
m_Position: {x: 50, y: 50, z: 0}
|
||||
m_IKOnFeet: 0
|
||||
m_WriteDefaultValues: 1
|
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m_Mirror: 0
|
||||
m_SpeedParameterActive: 0
|
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m_MirrorParameterActive: 0
|
||||
m_CycleOffsetParameterActive: 0
|
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m_TimeParameterActive: 0
|
||||
m_Motion: {fileID: 7400000, guid: 7b974dc48b7196f4893f580bdaa87168, type: 2}
|
||||
m_Tag:
|
||||
m_SpeedParameter:
|
||||
m_MirrorParameter:
|
||||
m_CycleOffsetParameter:
|
||||
m_TimeParameter:
|
||||
--- !u!91 &9100000
|
||||
AnimatorController:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: SmallGear
|
||||
serializedVersion: 5
|
||||
m_AnimatorParameters: []
|
||||
m_AnimatorLayers:
|
||||
- serializedVersion: 5
|
||||
m_Name: Base Layer
|
||||
m_StateMachine: {fileID: 1605590776658830461}
|
||||
m_Mask: {fileID: 0}
|
||||
m_Motions: []
|
||||
m_Behaviours: []
|
||||
m_BlendingMode: 0
|
||||
m_SyncedLayerIndex: -1
|
||||
m_DefaultWeight: 0
|
||||
m_IKPass: 0
|
||||
m_SyncedLayerAffectsTiming: 0
|
||||
m_Controller: {fileID: 9100000}
|
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--- !u!1107 &1605590776658830461
|
||||
AnimatorStateMachine:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Base Layer
|
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m_ChildStates:
|
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- serializedVersion: 1
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m_State: {fileID: -8432484601972260939}
|
||||
m_Position: {x: 200, y: 0, z: 0}
|
||||
m_ChildStateMachines: []
|
||||
m_AnyStateTransitions: []
|
||||
m_EntryTransitions: []
|
||||
m_StateMachineTransitions: {}
|
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m_StateMachineBehaviours: []
|
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m_AnyStatePosition: {x: 50, y: 20, z: 0}
|
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m_EntryPosition: {x: 50, y: 120, z: 0}
|
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m_ExitPosition: {x: 800, y: 120, z: 0}
|
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m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
|
||||
m_DefaultState: {fileID: -8432484601972260939}
|
||||
|
|
@ -580,6 +580,16 @@ namespace HeavenStudio
|
|||
private void LateUpdate()
|
||||
{
|
||||
OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview);
|
||||
|
||||
if (!Conductor.instance.isPlaying)
|
||||
return;
|
||||
|
||||
if (Conductor.instance.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
|
||||
{
|
||||
if (_currentMinigame != null) _currentMinigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
|
||||
onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _latePulseTally);
|
||||
_latePulseTally++;
|
||||
}
|
||||
}
|
||||
|
||||
public void ToggleInputs(bool inputs)
|
||||
|
|
@ -591,6 +601,7 @@ namespace HeavenStudio
|
|||
|
||||
private double _playStartBeat = 0;
|
||||
private int _pulseTally = 0;
|
||||
private int _latePulseTally = 0;
|
||||
|
||||
public void Play(double beat, float delay = 0f)
|
||||
{
|
||||
|
|
@ -598,6 +609,7 @@ namespace HeavenStudio
|
|||
Debug.Log("Playing at " + beat);
|
||||
_playStartBeat = beat;
|
||||
_pulseTally = 0;
|
||||
_latePulseTally = 0;
|
||||
canInput = true;
|
||||
if (!paused)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -3,7 +3,6 @@ using System;
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Starpelly;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_MeatGrinder
|
||||
{
|
||||
|
|
@ -19,8 +18,8 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
|
|||
|
||||
[NonSerialized] public double startBeat;
|
||||
[NonSerialized] public MeatType meatType;
|
||||
[NonSerialized] public double reactionBeats;
|
||||
[NonSerialized] public int reaction;
|
||||
[NonSerialized] public MeatGrinder.Reaction tackReaction;
|
||||
[NonSerialized] public MeatGrinder.Reaction bossReaction;
|
||||
|
||||
private bool isHit = false;
|
||||
|
||||
|
|
@ -32,6 +31,7 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
|
|||
private SpriteRenderer sr;
|
||||
[SerializeField] private Sprite[] meats;
|
||||
|
||||
|
||||
public enum MeatType
|
||||
{
|
||||
DarkMeat,
|
||||
|
|
@ -52,8 +52,6 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
|
|||
private void Start()
|
||||
{
|
||||
sr.sprite = meats[(int)meatType];
|
||||
Debug.Log(startBeat);
|
||||
Debug.Log(reactionBeats);
|
||||
|
||||
game.ScheduleInput(startBeat, 1, MeatGrinder.InputAction_Press, Hit, Miss, Nothing);
|
||||
}
|
||||
|
|
@ -109,9 +107,18 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
|
|||
SoundByte.PlayOneShotGame("meatGrinder/" + (isBarely ? "tink" : "meatHit"));
|
||||
game.TackAnim.DoScaledAnimationAsync("TackHit" + (isBarely ? "Barely" : "Success"), 0.5f);
|
||||
|
||||
if (reaction > 0) {
|
||||
// if (meatType == MeatType.BaconBall) {
|
||||
// game.DoExpressions(0, (int)MeatGrinder.BossExpressions.Scared);
|
||||
// }
|
||||
|
||||
if (tackReaction.expression > 0) {
|
||||
BeatAction.New(game, new List<BeatAction.Action>() {
|
||||
new(startBeat + reactionBeats + 1, delegate { game.DoExpressions(reaction); })
|
||||
new(startBeat + tackReaction.beat + 1, delegate { game.DoExpressions(tackReaction.expression); }),
|
||||
});
|
||||
}
|
||||
if (bossReaction.expression > 0) {
|
||||
BeatAction.New(game, new List<BeatAction.Action>() {
|
||||
new(startBeat + bossReaction.beat + 1, delegate { game.DoExpressions(0, bossReaction.expression); }),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,6 +3,7 @@ using HeavenStudio.InputSystem;
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
|
|
@ -11,6 +12,17 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
List<Param> reactionParams = new() {
|
||||
new Param("tackReaction", MeatGrinder.TackExpressions.None, "Tack Reaction", "If this is hit, what expression should tack do?", new List<Param.CollapseParam>() {
|
||||
new((x, y) => (int)x != (int)MeatGrinder.TackExpressions.None, new string[] { "tackReactionBeats" }),
|
||||
}),
|
||||
new Param("tackReactionBeats", new EntityTypes.Float(0.5f, 10, 1), "Tack React After", "The amount of beats to wait until tack reacts"),
|
||||
new Param("bossReaction", MeatGrinder.BossExpressions.None, "Boss Reaction", "If this is hit, what expression should boss do?", new List<Param.CollapseParam>() {
|
||||
new((x, y) => (int)x != (int)MeatGrinder.BossExpressions.None, new string[] { "bossReactionBeats" }),
|
||||
}),
|
||||
new Param("bossReactionBeats", new EntityTypes.Float(0, 10, 0), "Boss React After", "The amount of beats to wait until boss reacts"),
|
||||
};
|
||||
|
||||
return new Minigame("meatGrinder", "Meat Grinder", "501d18", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
|
|
@ -32,7 +44,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
SoundByte.PlayOneShotGame("meatGrinder/toss", forcePlay: true);
|
||||
MeatGrinder.instance.MeatToss(e.beat, e["bacon"], e["reaction"], e["reactionBeats"]);
|
||||
MeatGrinder.instance.MeatToss(e.beat, e["bacon"], e["tackReaction"], e["tackReactionBeats"], e["bossReaction"], e["bossReactionBeats"]);
|
||||
},
|
||||
inactiveFunction = delegate {
|
||||
SoundByte.PlayOneShotGame("meatGrinder/toss", forcePlay: true);
|
||||
|
|
@ -43,11 +55,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bacon", false, "Bacon Ball", "Throw a bacon ball instead of the typical meat"),
|
||||
new Param("reaction", MeatGrinder.TackExpressions.None, "Tack Reaction", "If this is hit, what expression should tack do?", new List<Param.CollapseParam>() {
|
||||
new((x, y) => (int)x != (int)MeatGrinder.TackExpressions.None, new string[] { "reactionBeats" }),
|
||||
}),
|
||||
new Param("reactionBeats", new EntityTypes.Float(0.5f, 10, 1), "React After", "The amount of beats to wait until reacting"),
|
||||
},
|
||||
}.Concat(reactionParams).ToList(), // doing this because i want these params to always be the same
|
||||
},
|
||||
new GameAction("StartInterval", "Start Interval")
|
||||
{
|
||||
|
|
@ -70,13 +78,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
priority = 2,
|
||||
preFunctionLength = 1f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("reaction", MeatGrinder.TackExpressions.None, "Tack Reaction", "If this is hit, what expression should tack do?", new List<Param.CollapseParam>() {
|
||||
new((x, y) => (int)x != (int)MeatGrinder.TackExpressions.None, new string[] { "reactionBeats" }),
|
||||
}),
|
||||
new Param("reactionBeats", new EntityTypes.Float(0.5f, 10, 1), "React After", "The amount of beats to wait until reacting"),
|
||||
},
|
||||
parameters = reactionParams,
|
||||
},
|
||||
new GameAction("passTurn", "Pass Turn")
|
||||
{
|
||||
|
|
@ -105,7 +107,23 @@ namespace HeavenStudio.Games.Loaders
|
|||
parameters = new List<Param>() {
|
||||
new Param("spider", false, "On Phone", "Put a spider in the box?"),
|
||||
new Param("direction", MeatGrinder.CartGuyDirection.Right, "Direction", "The direction the cart will be carted to."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "What ease will"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "What ease will the cart use?"),
|
||||
}
|
||||
},
|
||||
new GameAction("gears", "Gears")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MeatGrinder.instance.Gears(e.beat, e.length, e["ease"], e["type"], e["speed"]);
|
||||
},
|
||||
resizable = true,
|
||||
defaultLength = 1,
|
||||
parameters = new List<Param>() {
|
||||
new Param("type", MeatGrinder.GearMode.Constant, "Ease", "What type of movement will the gears use?", new List<Param.CollapseParam>() {
|
||||
new((x, y) => (int)x != (int)MeatGrinder.GearMode.None, new string[] { "ease" }),
|
||||
}),
|
||||
new Param("speed", new EntityTypes.Float(0, 10, 1), "Speed", "How fast will the gears go?"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "What ease will the gears speed up with?"),
|
||||
}
|
||||
},
|
||||
}
|
||||
|
|
@ -134,6 +152,23 @@ namespace HeavenStudio.Games
|
|||
public bool autoPassTurn;
|
||||
}
|
||||
|
||||
public struct UpdateEasing
|
||||
{
|
||||
public double beat;
|
||||
public float length;
|
||||
public Util.EasingFunction.Ease ease;
|
||||
}
|
||||
|
||||
public struct Reaction
|
||||
{
|
||||
public int expression;
|
||||
public double beat;
|
||||
public Reaction(int expression, double beat) {
|
||||
this.expression = expression;
|
||||
this.beat = beat;
|
||||
}
|
||||
}
|
||||
|
||||
private static List<RiqEntity> queuedMeats = new();
|
||||
|
||||
[Header("Objects")]
|
||||
|
|
@ -144,15 +179,19 @@ namespace HeavenStudio.Games
|
|||
public Animator TackAnim;
|
||||
[SerializeField] Animator CartGuyParentAnim;
|
||||
[SerializeField] Animator CartGuyAnim;
|
||||
[SerializeField] Animator[] GearAnims;
|
||||
|
||||
[Header("Variables")]
|
||||
private bool bossBop = true;
|
||||
public bool bossAnnoyed = false;
|
||||
public Util.EasingFunction.Ease cartEase = Util.EasingFunction.Ease.Linear;
|
||||
public double cartBeat = double.MaxValue;
|
||||
public float cartLength = 0;
|
||||
public bool cartPhone = false;
|
||||
public string cartDir = "Left";
|
||||
private UpdateEasing cartEase;
|
||||
private bool cartPhone = false;
|
||||
private string cartDir = "Left";
|
||||
private UpdateEasing gearEase;
|
||||
private GearMode gearType = GearMode.Constant;
|
||||
private float oldGearSpeed = 1;
|
||||
private float currentGearSpeed = 1;
|
||||
private float newGearSpeed = 1;
|
||||
private const string sfxName = "meatGrinder/";
|
||||
|
||||
public static MeatGrinder instance;
|
||||
|
|
@ -178,6 +217,13 @@ namespace HeavenStudio.Games
|
|||
Left,
|
||||
}
|
||||
|
||||
public enum GearMode
|
||||
{
|
||||
None,
|
||||
Constant,
|
||||
Beat,
|
||||
}
|
||||
|
||||
protected static bool IA_PadAny(out double dt)
|
||||
{
|
||||
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt)
|
||||
|
|
@ -204,7 +250,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
|
||||
TackAnim.SetBool("tackMeated", false);
|
||||
SoundByte.PlayOneShotGame(sfxName + "whiff");
|
||||
SoundByte.PlayOneShotGame("meatGrinder/whiff");
|
||||
bossAnnoyed = false;
|
||||
}
|
||||
|
||||
|
|
@ -219,30 +265,60 @@ namespace HeavenStudio.Games
|
|||
passedTurns.Clear();
|
||||
}
|
||||
|
||||
CartGuyParentAnim.gameObject.SetActive(cartLength != 0);
|
||||
if (gearEase.length != 0)
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(gearEase.beat, gearEase.length);
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(gearEase.ease);
|
||||
currentGearSpeed = func(oldGearSpeed, newGearSpeed, normalizedBeat);
|
||||
Debug.Log(currentGearSpeed);
|
||||
if (normalizedBeat >= 1) cartEase.length = 0;
|
||||
}
|
||||
|
||||
if (cartLength != 0)
|
||||
if (cartEase.length != 0)
|
||||
{
|
||||
// CartGuyParentAnim.gameObject.SetActive(true);
|
||||
if (cartPhone) CartGuyAnim.Play("Phone", 0, 0);
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(cartBeat, cartLength);
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cartEase);
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(cartEase.beat, cartEase.length);
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cartEase.ease);
|
||||
float newPos = func(0f, 1f, normalizedBeat);
|
||||
CartGuyParentAnim.DoNormalizedAnimation($"Move{cartDir}", newPos);
|
||||
if (normalizedBeat >= 1) cartLength = 0;
|
||||
if (normalizedBeat >= 1) cartEase.length = 0;
|
||||
}
|
||||
|
||||
CartGuyParentAnim.gameObject.SetActive(cartEase.length != 0);
|
||||
|
||||
if (gearType != GearMode.Beat) {
|
||||
UpdateGears();
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnBeatPulse(double beat)
|
||||
public override void OnLateBeatPulse(double beat)
|
||||
{
|
||||
if (!BossAnim.IsPlayingAnimationNames("BossCall", "BossSignal") && BeatIsInBopRegion(beat))
|
||||
if (!BossAnim.IsPlayingAnimationNames("BossCall", "BossSignal", "BossScared") && BeatIsInBopRegion(beat))
|
||||
{
|
||||
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
|
||||
}
|
||||
if (CartGuyParentAnim.gameObject.activeSelf)
|
||||
{
|
||||
|
||||
if (CartGuyParentAnim.gameObject.activeSelf) {
|
||||
Debug.Log(cartPhone ? "PhoneBop" : "Bop");
|
||||
CartGuyAnim.DoScaledAnimationAsync(cartPhone ? "PhoneBop" : "Bop", 0.5f);
|
||||
}
|
||||
|
||||
if (gearType == GearMode.Beat) {
|
||||
UpdateGears();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateGears()
|
||||
{
|
||||
Action<Animator> action = gearType switch {
|
||||
GearMode.Constant => gear => gear.DoNormalizedAnimation(gear.gameObject.name == "Small" ? "SpinForeverLeft" : "SpinForeverRight", (Conductor.instance.songPositionInBeats / (10 * newGearSpeed)) % 1),
|
||||
GearMode.Beat => gear => gear.DoScaledAnimationAsync(gear.gameObject.name == "Small" ? "SpinOnceLeft" : "SpinOnceRight", 0.5f),
|
||||
_ => gear => gear.Play("Nothing", 0, 0), // GearMode.None
|
||||
};
|
||||
foreach (Animator gear in GearAnims) {
|
||||
action.Invoke(gear);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
|
|
@ -254,7 +330,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
if (queuedMeats.Count > 0)
|
||||
{
|
||||
foreach (var meat in queuedMeats) MeatToss(meat.beat, meat["bacon"], meat["reaction"], meat["reactionBeats"]);
|
||||
foreach (var meat in queuedMeats) MeatToss(meat.beat, meat["bacon"], meat["tackReaction"], meat["tackReactionBeats"], meat["bossReaction"], meat["bossReactionBeats"]);
|
||||
queuedMeats.Clear();
|
||||
}
|
||||
OnPlay(beat);
|
||||
|
|
@ -306,16 +382,31 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void CartGuy(double beat, float length, bool spider, int direction, int ease)
|
||||
{
|
||||
cartBeat = beat;
|
||||
cartLength = length;
|
||||
cartEase = new() {
|
||||
beat = beat,
|
||||
length = length,
|
||||
ease = (Util.EasingFunction.Ease)ease,
|
||||
};
|
||||
cartPhone = spider;
|
||||
cartDir = direction == 0 ? "Right" : "Left";
|
||||
cartEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
public void Gears(double beat, float length, int ease, int type, float speed)
|
||||
{
|
||||
gearEase = new() {
|
||||
beat = beat,
|
||||
length = length,
|
||||
ease = (Util.EasingFunction.Ease)ease,
|
||||
};
|
||||
gearType = (GearMode)type;
|
||||
|
||||
oldGearSpeed = newGearSpeed;
|
||||
newGearSpeed = speed;
|
||||
}
|
||||
|
||||
public static void PreInterval(double beat, float length, bool autoPassTurn)
|
||||
{
|
||||
SoundByte.PlayOneShotGame(sfxName + "startSignal", beat - 1, forcePlay: true);
|
||||
SoundByte.PlayOneShotGame("meatGrinder/startSignal", beat - 1, forcePlay: true);
|
||||
|
||||
if (GameManager.instance.currentGame == "meatGrinder")
|
||||
{
|
||||
|
|
@ -349,7 +440,7 @@ namespace HeavenStudio.Games
|
|||
actions.Add(new BeatAction.Action(eventBeat, delegate
|
||||
{
|
||||
BossAnim.DoScaledAnimationAsync("BossCall", 0.5f);
|
||||
SoundByte.PlayOneShotGame(sfxName + "signal");
|
||||
SoundByte.PlayOneShotGame("meatGrinder/signal");
|
||||
}));
|
||||
}
|
||||
}
|
||||
|
|
@ -358,7 +449,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (autoPassTurn)
|
||||
{
|
||||
PassTurn(beat + length, beat, length);
|
||||
PassTurn(beat + length, beat, length, allCallEvents);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -367,14 +458,15 @@ namespace HeavenStudio.Games
|
|||
queuedMeats.Add(entity);
|
||||
}
|
||||
|
||||
public void MeatToss(double beat, bool bacon, int reaction, float reactionBeat)
|
||||
public void MeatToss(double beat, bool bacon, int tackReaction, float tackReactionBeats, int bossReaction, float bossReactionBeats)
|
||||
{
|
||||
Meat meat = Instantiate(MeatBase, transform).GetComponent<Meat>();
|
||||
meat.gameObject.SetActive(true);
|
||||
meat.startBeat = beat;
|
||||
meat.meatType = bacon ? Meat.MeatType.BaconBall : Meat.MeatType.DarkMeat;
|
||||
meat.reactionBeats = reactionBeat;
|
||||
meat.reaction = reaction;
|
||||
meat.tackReaction = new Reaction(tackReaction, tackReactionBeats);
|
||||
meat.bossReaction = new Reaction(bossReaction, bossReactionBeats);
|
||||
// meat.reaction = reaction;
|
||||
}
|
||||
|
||||
public static void PrePassTurn(double beat)
|
||||
|
|
@ -397,24 +489,26 @@ namespace HeavenStudio.Games
|
|||
if (lastInterval != null) PassTurn(beat, lastInterval.beat, lastInterval.length);
|
||||
}
|
||||
|
||||
private void PassTurn(double beat, double intervalBeat, float intervalLength)
|
||||
private void PassTurn(double beat, double intervalBeat, float intervalLength, List<RiqEntity> allCallEvents = null)
|
||||
{
|
||||
var allCallEvents = GetRelevantMeatCallsBetweenBeat(intervalBeat, intervalBeat + intervalLength);
|
||||
allCallEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
if (allCallEvents == null) {
|
||||
allCallEvents = GetRelevantMeatCallsBetweenBeat(intervalBeat, intervalBeat + intervalLength);
|
||||
allCallEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
}
|
||||
List<BeatAction.Action> meatCalls = new();
|
||||
for (int i = 0; i < allCallEvents.Count; i++)
|
||||
{
|
||||
double relativeBeat = allCallEvents[i].beat - intervalBeat;
|
||||
float reactionBeats = allCallEvents[i]["reactionBeats"];
|
||||
int reaction = allCallEvents[i]["reaction"];
|
||||
var tackReaction = new Reaction(allCallEvents[i]["tackReaction"], allCallEvents[i]["tackReactionBeats"]);
|
||||
var bossReaction = new Reaction(allCallEvents[i]["bossReaction"], allCallEvents[i]["bossReactionBeats"]);
|
||||
meatCalls.Add(new BeatAction.Action(beat + relativeBeat - 1, delegate
|
||||
{
|
||||
Meat meat = Instantiate(MeatBase, transform).GetComponent<Meat>();
|
||||
meat.gameObject.SetActive(true);
|
||||
meat.startBeat = beat + relativeBeat - 1;
|
||||
meat.meatType = Meat.MeatType.LightMeat;
|
||||
meat.reactionBeats = reactionBeats;
|
||||
meat.reaction = reaction;
|
||||
meat.tackReaction = tackReaction;
|
||||
meat.bossReaction = bossReaction;
|
||||
}));
|
||||
}
|
||||
BeatAction.New(this, meatCalls);
|
||||
|
|
|
|||
|
|
@ -419,6 +419,13 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
// added because OnBeatPulse had some animation issues going on
|
||||
// if your bopping overlaps with other animations, use this instead
|
||||
public virtual void OnLateBeatPulse(double beat)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public static MultiSound PlaySoundSequence(string game, string name, double startBeat, params SoundSequence.SequenceParams[] args)
|
||||
{
|
||||
Minigames.Minigame gameInfo = GameManager.instance.GetGameInfo(game);
|
||||
|
|
|
|||
Loading…
Reference in a new issue