eye sprites!! ill do more later

This commit is contained in:
AstrlJelly 2024-02-06 00:36:31 -05:00
parent d354e63500
commit bef530146f
30 changed files with 1417 additions and 149 deletions

View file

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- serializedVersion: 1
m_State: {fileID: 7376551247590835694}
m_Position: {x: 490, y: 330, z: 0}
- serializedVersion: 1
m_State: {fileID: -2694232910518384254}
m_Position: {x: 490, y: 360, z: 0}
- serializedVersion: 1
m_State: {fileID: -1901151751003222681}
m_Position: {x: 490, y: 390, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions: []
m_EntryTransitions: []
@ -99,3 +363,29 @@ AnimatorStateMachine:
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: -2791140895208106785}
--- !u!1102 &8903499826490072732
AnimatorState:
serializedVersion: 6
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: EyeItem1
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
m_WriteDefaultValues: 1
m_Mirror: 0
m_SpeedParameterActive: 0
m_MirrorParameterActive: 0
m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0
m_Motion: {fileID: 7400000, guid: 52fd2687cf282bf4c968e3c55a1a6782, type: 2}
m_Tag:
m_SpeedParameter:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:

View file

@ -49,15 +49,15 @@ AnimatorStateMachine:
m_Position: {x: 290, y: 160, z: 0}
- serializedVersion: 1
m_State: {fileID: -8242077036306276272}
m_Position: {x: 325, y: 225, z: 0}
m_Position: {x: 290, y: 220, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions: []
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
m_AnyStatePosition: {x: 220, y: 220, z: 0}
m_AnyStatePosition: {x: 220, y: 280, z: 0}
m_EntryPosition: {x: 310, y: -70, z: 0}
m_ExitPosition: {x: 420, y: 220, z: 0}
m_ExitPosition: {x: 420, y: 280, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: 2225565470325063441}
--- !u!1102 &-2494457888778925992

View file

@ -1,6 +1,4 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -8,6 +6,7 @@ using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using Jukebox;
using System.Linq;
namespace HeavenStudio.Games.Loaders
{
@ -21,14 +20,17 @@ namespace HeavenStudio.Games.Loaders
new GameAction("startInterval", "Start Interval")
{
function = delegate {
if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) {
var e = eventCaller.currentEntity;
SlotMonster.instance.StartInterval(e.beat, e.length, e["auto"], e, 0);
instance.StartInterval(e.beat, e.length, e["auto"], e["eyeType"], e, 0);
}
},
defaultLength = 3f,
resizable = true,
parameters = new List<Param>()
{
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval."),
new Param("eyeType", SlotMonster.EyeTypes.Random, "Eye Sprite", "Set the eye sprite to be used."),
},
priority = 2,
},
@ -44,8 +46,28 @@ namespace HeavenStudio.Games.Loaders
new GameAction("passTurn", "Pass Turn")
{
function = delegate {
if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) {
var e = eventCaller.currentEntity;
SlotMonster.instance.PassTurn(e.beat, e.length);
instance.PassTurn(e.beat, e.length);
}
},
defaultLength = 1f,
priority = 1,
},
new GameAction("passTurn", "Pass Turn")
{
function = delegate {
if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) {
var e = eventCaller.currentEntity;
instance.ButtonColor(new Color[] { e["button1"], e["button2"], e["button3"] }, e["flash"]);
}
},
parameters = new List<Param>()
{
new Param("button1", new Color(), "Button 1 Color", "Set the color of the first button."),
new Param("button2", new Color(), "Button 2 Color", "Set the color of the second button."),
new Param("button3", new Color(), "Button 3 Color", "Set the color of the third button."),
new Param("flash", new Color(), "Button Flash Color", "Set the color of the flash of the buttons."),
},
defaultLength = 1f,
priority = 1,
@ -67,37 +89,50 @@ namespace HeavenStudio.Games
Snare,
}
public enum EyeTypes
{
Random,
Test1,
Test2,
Test3,
Test4,
Test5,
Test6,
Test7,
Test8,
Test9,
Test10,
}
[Header("Animators")]
[SerializeField] Animator smAnim;
[SerializeField] Sprite[] eyeSprites;
[SerializeField] Animator[] eyeAnims;
[SerializeField] SpriteRenderer[] eyeSRs;
[SerializeField] Animator[] buttonAnims;
// used to ease between button colors and button flash colors! wow
private Color[] buttonColors;
private Color buttonFlashColor;
private List<RiqEntity> gameEntities;
private Sound rollingSound;
private int currentEyeSprite = 1;
private int maxButtons;
private int currentButton;
public static SlotMonster instance;
// public static SlotMonster instance;
private void Awake()
{
instance = this;
// eyeSRs = eyeAnims.Where(x => x.GetComponent<SpriteRenderer>()).ToArray();
}
private void Update()
{
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
HitButton();
}
}
public override void OnGameSwitch(double beat)
{
gameEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == "slotMonster");
List<RiqEntity> startIntervals = gameEntities.FindAll(e => e.datamodel == "slotMonster/startInterval" && e.beat < beat && e.beat + e.length > beat);
foreach (var interval in startIntervals)
{
StartInterval(interval.beat, interval.length, interval["auto"], interval, beat);
_ = HitButton();
}
}
@ -106,35 +141,56 @@ namespace HeavenStudio.Games
OnGameSwitch(beat);
}
public override void OnGameSwitch(double beat)
{
gameEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == "slotMonster");
foreach (RiqEntity interval in gameEntities.FindAll(e => e.datamodel == "slotMonster/startInterval" && e.beat < beat && e.beat + e.length > beat))
{
StartInterval(interval.beat, interval.length, interval["auto"], interval["eyeType"], interval, beat);
}
}
// make sure the current button is always between 0 and 2 (buttons 1-3)
private int GetCurrentButton() => currentButton %= 3;
private bool HitButton(bool isHit = false) // returns true if it's the last one
{
int thisButton = GetCurrentButton();
Debug.Log("BUTTON HIT : " + thisButton);
string hitSfx = "slotMonster/stop_" + (thisButton + 1);
if (thisButton == 2) {
if (isHit) hitSfx += "_hit";
}
// Debug.Log("BUTTON HIT : " + thisButton);
bool lastButton = thisButton == maxButtons - 1;
string hitSfx = "slotMonster/stop_" + (lastButton && isHit ? "hit" : (thisButton + 1));
SoundByte.PlayOneShotGame(hitSfx, forcePlay: true);
for (int i = thisButton; i < (lastButton ? 3 : thisButton + 1); i++)
{
buttonAnims[thisButton].DoScaledAnimationAsync("Press", 0.5f);
if (eyeAnims[thisButton].IsPlayingAnimationNames("Spin")) {
int eyeSprite = currentEyeSprite;
if (!isHit) {
do {
eyeSprite = UnityEngine.Random.Range(1, 10);
} while (eyeSprite == currentEyeSprite);
}
Debug.Log("EyeItem" + eyeSprite);
eyeAnims[thisButton].Play("EyeItem" + eyeSprite, 0, 0);
}
}
currentButton++;
return thisButton == 2 && isHit;
return lastButton && isHit;
}
public void StartInterval(double beat, float length, bool autoPass, RiqEntity startInterval, double gameSwitchBeat)
public void StartInterval(double beat, float length, bool autoPass, int eyeSprite, RiqEntity startInterval, double gameSwitchBeat)
{
List<RiqEntity> slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= startInterval.beat && e.beat < startInterval.beat + startInterval.length);
smAnim.DoScaledAnimationFromBeatAsync("Prepare", 0.5f, beat);
SoundByte.PlayOneShotGame("slotMonster/start_touch", forcePlay: true);
Debug.Log(Mathf.Min(slotActions.Count, 3));
List<MultiSound.Sound> sounds = new();
List<BeatAction.Action> actions = new();
for (int i = 0; i < Mathf.Min(slotActions.Count, 3); i++) // limit to 3 actions
maxButtons = Mathf.Min(slotActions.Count, 3);
for (int i = 0; i < maxButtons; i++) // limit to 3 actions
{
buttonAnims[i].Play("Idle", 0, 0);
int whichSlot = i;
RiqEntity slot = slotActions[whichSlot];
if (slot.beat < gameSwitchBeat) continue;
@ -144,33 +200,38 @@ namespace HeavenStudio.Games
} else {
sfx = Enum.GetName(typeof(DrumTypes), (int)slot["drum"]).ToLower();
}
Debug.Log(sfx);
// Debug.Log(sfx);
sounds.Add(new(sfx + "DrumNTR", slot.beat));
actions.Add(new(slot.beat, delegate {
buttonAnims[whichSlot].DoScaledAnimationAsync("Flash", 0.5f);
// if (buttonAnims[whichSlot].IsAnimationNotPlaying()) {
// buttonAnims[whichSlot].DoScaledAnimationAsync("Flash", 0.5f);
// }
}));
}
MultiSound.Play(sounds.ToArray(), false);
BeatAction.New(this, actions);
if (autoPass) {
BeatAction.New(this, new() { new(beat + length, delegate { PassTurn(beat + length, 1, beat, slotActions); }) });
BeatAction.New(this, new() { new(beat + length, delegate {
currentEyeSprite = eyeSprite == 0 ? UnityEngine.Random.Range(1, 10) : eyeSprite;
PassTurn(beat + length, 1, beat, slotActions);
})});
}
}
public void PassTurn(double beat, float length, double startBeat = -1, List<RiqEntity> slotActions = null)
{
smAnim.DoScaledAnimationFromBeatAsync("Release", 0.5f, beat);
foreach (var eye in eyeAnims)
for (int i = 0; i < eyeAnims.Length; i++)
{
eye.DoScaledAnimationAsync("Spin", 0.5f);
eyeAnims[i].DoScaledAnimationAsync("Spin", 0.5f);
}
SoundByte.PlayOneShotGame("slotMonster/start_rolling", forcePlay: true);
rollingSound = SoundByte.PlayOneShotGame("slotMonster/rolling", looping: true, forcePlay: true);
if (slotActions == null) {
if (startBeat < 0 || slotActions == null) {
var startInterval = gameEntities.FindLast(e => e.datamodel == "slotMonster/startInterval" && e.beat + e.length < beat);
if (startBeat < 0) startBeat = startInterval.beat;
slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= startInterval.beat && e.beat < startInterval.beat + startInterval.length);
startBeat = startInterval.beat;
slotActions ??= gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= startInterval.beat && e.beat < startInterval.beat + startInterval.length);
}
List<BeatAction.Action> actions = new();
@ -179,10 +240,10 @@ namespace HeavenStudio.Games
int whichSlot = i;
double slotBeat = slotActions[i].beat;
actions.Add(new(slotBeat + beat, delegate { buttonAnims[whichSlot].DoScaledAnimationAsync("Flash"); }));
// actions.Add(new(beat + length + slotBeat - startBeat, delegate { buttonAnims[whichSlot].DoScaledAnimationAsync("Flash"); }));
Debug.Log("input scheduled at : " + (beat + slotBeat - startBeat + 1));
PlayerActionEvent input = ScheduleInput(beat, slotBeat - startBeat + 1, InputAction_BasicPress, ButtonHit, null, null);
// Debug.Log("input scheduled at : " + (beat + length + slotBeat - startBeat));
PlayerActionEvent input = ScheduleInput(beat, slotBeat - startBeat + length, InputAction_BasicPress, ButtonHit, null, null);
input.IsHittable = () => GetCurrentButton() == whichSlot;
}
BeatAction.New(this, actions);
@ -198,9 +259,15 @@ namespace HeavenStudio.Games
if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss");
}
private void ButtonMiss(PlayerActionEvent caller)
{
// private void ButtonMiss(PlayerActionEvent caller)
// {
// }
public void ButtonColor(Color[] baseColors, Color flashColor)
{
buttonColors = baseColors;
buttonFlashColor = flashColor;
}
}
}