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Binary file not shown.
Before Width: | Height: | Size: 480 KiB |
|
@ -12,24 +12,6 @@ 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 RvlFrogPrincessLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
|
@ -41,6 +23,21 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate {var e = eventCaller.currentEntity; FrogPrincess.instance.Jump(e.beat); },
|
||||
defaultLength = 4f,
|
||||
},
|
||||
new GameAction("background appearance", "Background Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
FrogPrincess.instance.BackgroundColorSet(e.beat, e.length, e["colorBGStart"], e["colorBGEnd"], e["ease"]);
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorBGStart", new Color(0.482f, 0.74f, 0.87f), "Start BG Color", "Set the color at the start of the event."),
|
||||
new Param("colorBGEnd", new Color(0.482f, 0.74f, 0.87f), "End BG Color", "Set the color at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."),
|
||||
}
|
||||
},
|
||||
},
|
||||
new List<string>() { "rvl", "keep" },
|
||||
"rvlfrog", "en",
|
||||
|
@ -60,7 +57,11 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] Transform Leaves;
|
||||
[SerializeField] Transform Lotuses;
|
||||
Animator[] LotusAnims;
|
||||
public ParticleSystem splashEffect;
|
||||
[SerializeField] private SpriteRenderer BGPlane;
|
||||
|
||||
bool isPrepare, isHold, isGone;
|
||||
private ColorEase bgColorEase = new(new Color(0.482f, 0.74f, 0.87f));
|
||||
|
||||
public static FrogPrincess instance;
|
||||
|
||||
|
@ -68,8 +69,8 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
instance = this;
|
||||
LotusAnims = new Animator[] {Lotuses.GetChild(1).GetComponent<Animator>(), Lotuses.GetChild(2).GetComponent<Animator>()};
|
||||
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
|
@ -77,77 +78,209 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||
{
|
||||
FallFast();
|
||||
if (!isHold && !isGone)
|
||||
{
|
||||
ScoreMiss();
|
||||
isGone = true;
|
||||
isPrepare = false;
|
||||
var currentBeat = cond.songPositionInBeatsAsDouble;
|
||||
|
||||
UpdatePos();
|
||||
LotusAnims[0].DoScaledAnimationAsync("hold", 0.5f);
|
||||
frogAnim.DoScaledAnimationAsync("hold", 0.5f);
|
||||
SoundByte.PlayOneShotGame("frogPrincess/lean");
|
||||
SoundByte.PlayOneShotGame("frogPrincess/A");
|
||||
princessAnim.DoScaledAnimationAsync("fallForward", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("surpriseFall", 0.5f);
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(currentBeat + 0.75, delegate
|
||||
{
|
||||
LotusAnims[0].DoScaledAnimationAsync("release", 0.5f);
|
||||
frogAnim.DoScaledAnimationAsync("release", 0.5f);
|
||||
}),
|
||||
});
|
||||
|
||||
Appear(currentBeat, false);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_FlickRelease) && !IsExpectingInputNow(InputAction_FlickRelease))
|
||||
{
|
||||
if (isHold && !isGone)
|
||||
{
|
||||
ScoreMiss();
|
||||
isHold = false;
|
||||
isGone = true;
|
||||
var currentBeat = cond.songPositionInBeatsAsDouble;
|
||||
|
||||
UpdatePos();
|
||||
SoundByte.PlayOneShotGame("frogPrincess/jump");
|
||||
LotusAnims[0].DoScaledAnimationAsync("release", 0.5f);
|
||||
StartCoroutine(MoveCo(Lotuses, currentBeat, moveTime, moveDistance));
|
||||
StartCoroutine(MoveCo(Leaves, currentBeat, moveTime, moveDistance));
|
||||
frogAnim.DoScaledAnimationAsync("jumpFast", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("jumpFast", 0.5f);
|
||||
princessAnim.Play("idle", 1, 0);
|
||||
|
||||
ParticleSystem spawnedParticle = Instantiate(splashEffect, transform);
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(currentBeat + 0.5, delegate
|
||||
{
|
||||
SoundByte.PlayOneShotGame("frogPrincess/A");
|
||||
spawnedParticle.PlayScaledAsync(0.5f);
|
||||
}),
|
||||
new BeatAction.Action(currentBeat + 1, delegate
|
||||
{
|
||||
Destroy(spawnedParticle);
|
||||
}),
|
||||
});
|
||||
|
||||
Appear(currentBeat, true);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.PlayerHasControl() && PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Touch)
|
||||
{
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicRelease))
|
||||
{
|
||||
if (isHold && !isGone)
|
||||
{
|
||||
ScoreMiss();
|
||||
isHold = false;
|
||||
isGone = true;
|
||||
var currentBeat = cond.songPositionInBeatsAsDouble;
|
||||
|
||||
UpdatePos();
|
||||
SoundByte.PlayOneShotGame("frogPrincess/jump");
|
||||
LotusAnims[0].DoScaledAnimationAsync("release", 0.5f);
|
||||
StartCoroutine(MoveCo(Lotuses, currentBeat, moveTime, moveDistance));
|
||||
StartCoroutine(MoveCo(Leaves, currentBeat, moveTime, moveDistance));
|
||||
frogAnim.DoScaledAnimationAsync("jumpFast", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("jumpFast", 0.5f);
|
||||
princessAnim.Play("idle", 1, 0);
|
||||
|
||||
ParticleSystem spawnedParticle = Instantiate(splashEffect, transform);
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(currentBeat + 0.5, delegate
|
||||
{
|
||||
SoundByte.PlayOneShotGame("frogPrincess/A");
|
||||
spawnedParticle.PlayScaledAsync(0.5f);
|
||||
}),
|
||||
new BeatAction.Action(currentBeat + 1, delegate
|
||||
{
|
||||
Destroy(spawnedParticle);
|
||||
}),
|
||||
});
|
||||
|
||||
Appear(currentBeat, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
UpdateBackgroundColor();
|
||||
}
|
||||
}
|
||||
|
||||
public void Jump(double beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
if (!isGone)
|
||||
{
|
||||
new MultiSound.Sound("frogPrincess/ready", beat),
|
||||
new MultiSound.Sound("frogPrincess/ready", beat + 1),
|
||||
});
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
isPrepare = true;
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
if (!frogAnim.IsPlayingAnimationNames("jump"))
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
frogAnim.DoScaledAnimationAsync("ready", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("ready", 0.5f);
|
||||
}
|
||||
}),
|
||||
new BeatAction.Action(beat + 1, delegate
|
||||
{
|
||||
if (!frogAnim.IsPlayingAnimationNames("jump"))
|
||||
if (!isGone)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("frogPrincess/ready");
|
||||
if (!frogAnim.IsPlayingAnimationNames("jump"))
|
||||
{
|
||||
frogAnim.DoScaledAnimationAsync("ready", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("ready", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("wary", 0.5f);
|
||||
}
|
||||
}
|
||||
}),
|
||||
new BeatAction.Action(beat + 1, delegate
|
||||
{
|
||||
frogAnim.DoScaledAnimationAsync("ready", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("ready", 0.5f);
|
||||
}
|
||||
}),
|
||||
});
|
||||
if (!isGone)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("frogPrincess/ready");
|
||||
if (!frogAnim.IsPlayingAnimationNames("jump"))
|
||||
{
|
||||
frogAnim.DoScaledAnimationAsync("ready", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("ready", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("wary", 0.5f);
|
||||
}
|
||||
}
|
||||
}),
|
||||
});
|
||||
|
||||
ScheduleInput(beat, 2, InputAction_BasicPress, JustHold, MissHold, Empty);
|
||||
ScheduleInput(beat, 2, InputAction_BasicPress, JustHold, MissHold, Empty, CanHold);
|
||||
}
|
||||
}
|
||||
|
||||
void JustHold(PlayerActionEvent caller, float state)
|
||||
{
|
||||
isHold = true;
|
||||
|
||||
UpdatePos();
|
||||
ScheduleInput(caller.timer + caller.startBeat, 1, InputAction_FlickRelease, JustJump, MissJump, Empty);
|
||||
ScheduleInput(caller.timer + caller.startBeat, 1, InputAction_FlickRelease, JustJump, MissJump, Empty, CanJump);
|
||||
|
||||
LotusAnims[0].DoScaledAnimationAsync("hold", 0.5f);
|
||||
frogAnim.DoScaledAnimationAsync("hold", 0.5f);
|
||||
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("frogPrincess/lean");
|
||||
SoundByte.PlayOneShotGame("frogPrincess/7");
|
||||
princessAnim.DoScaledAnimationAsync("holdBarely", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("surpriseHoldBarely", 0.5f);
|
||||
return;
|
||||
}
|
||||
|
||||
SoundByte.PlayOneShotGame("frogPrincess/lean");
|
||||
princessAnim.DoScaledAnimationAsync("hold", 0.5f);
|
||||
princessAnim.Play("idle", 1, 0);
|
||||
}
|
||||
|
||||
void MissHold(PlayerActionEvent caller)
|
||||
{
|
||||
FallLate();
|
||||
if (isPrepare)
|
||||
{
|
||||
isGone = true;
|
||||
|
||||
UpdatePos();
|
||||
SoundByte.PlayOneShotGame("frogPrincess/A");
|
||||
LotusAnims[0].DoScaledAnimationAsync("fall", 0.5f);
|
||||
frogAnim.DoScaledAnimationAsync("fall", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("fallBackward", 0.5f);
|
||||
|
||||
Appear(caller.timer + caller.startBeat + 0.5, false);
|
||||
}
|
||||
}
|
||||
|
||||
bool CanHold() { return isPrepare;}
|
||||
|
||||
void JustJump(PlayerActionEvent caller, float state)
|
||||
{
|
||||
isHold = false;
|
||||
var currentBeat = caller.timer + caller.startBeat;
|
||||
|
||||
UpdatePos();
|
||||
LotusAnims[0].DoScaledAnimationAsync("release", 0.5f);
|
||||
StartCoroutine(MoveCo(Lotuses, caller.timer + caller.startBeat, moveTime, moveDistance));
|
||||
StartCoroutine(MoveCo(Leaves, caller.timer + caller.startBeat, moveTime, moveDistance));
|
||||
StartCoroutine(MoveCo(Lotuses, currentBeat, moveTime, moveDistance));
|
||||
StartCoroutine(MoveCo(Leaves, currentBeat, moveTime, moveDistance));
|
||||
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("frogPrincess/jump");
|
||||
SoundByte.PlayOneShotGame("frogPrincess/7", currentBeat + 0.5);
|
||||
LotusAnims[1].DoScaledAnimationAsync("jumpBarely", 0.5f);
|
||||
frogAnim.DoScaledAnimationAsync("jumpBarely", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("jumpBarely", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("surpriseJumpBarely", 0.5f);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -155,13 +288,29 @@ namespace HeavenStudio.Games
|
|||
LotusAnims[1].DoScaledAnimationAsync("jump", 0.5f);
|
||||
frogAnim.DoScaledAnimationAsync("jump", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("jump", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("happy", 0.5f);
|
||||
}
|
||||
|
||||
void MissJump(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
if (isHold && !isGone)
|
||||
{
|
||||
isHold = false;
|
||||
isGone = true;
|
||||
var currentBeat = caller.timer + caller.startBeat;
|
||||
|
||||
UpdatePos();
|
||||
SoundByte.PlayOneShotGame("frogPrincess/A");
|
||||
LotusAnims[0].DoScaledAnimationAsync("fall", 0.5f);
|
||||
frogAnim.DoScaledAnimationAsync("fall", 0.5f);
|
||||
princessAnim.DoScaledAnimationAsync("fallForward", 0.5f);
|
||||
|
||||
Appear(currentBeat, false);
|
||||
}
|
||||
}
|
||||
|
||||
bool CanJump() { return isHold && !isGone;}
|
||||
|
||||
void Empty(PlayerActionEvent caller) { }
|
||||
|
||||
public float moveDistance;
|
||||
|
@ -191,20 +340,34 @@ namespace HeavenStudio.Games
|
|||
Leaves.localPosition = new Vector2(newPosX, lotusesPos.y);
|
||||
}
|
||||
|
||||
private void FallFast()
|
||||
void Appear(double beat, bool frog = false)
|
||||
{
|
||||
LotusAnims[0].DoScaledAnimationAsync("hold", 0.5f);
|
||||
frogAnim.DoScaledAnimationAsync("hold", 0.5f);
|
||||
SoundByte.PlayOneShotGame("frogPrincess/lean");
|
||||
princessAnim.DoScaledAnimationAsync("holdFast", 0.5f);
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 0.9, delegate
|
||||
{
|
||||
isGone = false;
|
||||
princessAnim.Play("idle", 0, 0);
|
||||
princessAnim.Play("idle", 1, 0);
|
||||
princessAnim.DoScaledAnimationAsync("appear", 0.5f);
|
||||
if (frog)
|
||||
{
|
||||
frogAnim.Play("idle", 0, 0);
|
||||
frogAnim.DoScaledAnimationAsync("appear", 0.5f);
|
||||
}
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
||||
private void FallLate()
|
||||
public void BackgroundColorSet(double beat, float length, Color BGStart, Color BGEnd, int colorEaseSet)
|
||||
{
|
||||
LotusAnims[0].DoScaledAnimationAsync("hold", 0.5f);
|
||||
frogAnim.DoScaledAnimationAsync("hold", 0.5f);
|
||||
SoundByte.PlayOneShotGame("frogPrincess/lean");
|
||||
princessAnim.DoScaledAnimationAsync("holdFast", 0.5f);
|
||||
bgColorEase = new(beat, length, BGStart, BGEnd, colorEaseSet);
|
||||
|
||||
UpdateBackgroundColor();
|
||||
}
|
||||
private void UpdateBackgroundColor()
|
||||
{
|
||||
BGPlane.color = bgColorEase.GetColor();
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue