Kitties (SFX added and some work on input)

This commit is contained in:
Bhaos 2023-01-16 06:38:27 -06:00
parent 0eefac600d
commit bfa8527a50
65 changed files with 882 additions and 12 deletions

View file

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CtrTeppanKitty : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_Kitties
{
public class CtrTeppanPlayer : MonoBehaviour
{
[Header("Objects")]
public GameObject Player;
public Animator anim;
private int spawnType;
private bool hasClapped = false;
public bool canClap = false;
private bool hasSpun = false;
private bool canSpin = true;
private bool hasFish = false;
private bool canFish = false;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
if (PlayerInput.Pressed() && canClap && !Kitties.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
Jukebox.PlayOneShot("miss");
}
}
public void ScheduleClap(float beat)
{
Kitties.instance.ScheduleInput(beat, 2.5f, InputType.STANDARD_DOWN, ClapSuccessOne, ClapMissOne, ClapEmpty);
Kitties.instance.ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, ClapSuccessTwo, ClapMissTwo, ClapEmpty);
}
public void ClapSuccessOne(PlayerActionEvent Caller, float state)
{
if (state >= 1f || state <= -1f)
{ //todo: proper near miss feedback
Jukebox.PlayOneShotGame("kitties/clapMiss1");
}
else
Jukebox.PlayOneShotGame("kitties/clap1");
}
public void ClapMissOne(PlayerActionEvent Caller)
{
Jukebox.PlayOneShotGame("kitties/clapMiss1");
}
public void ClapEmpty(PlayerActionEvent Caller)
{
}
public void ClapSuccessTwo(PlayerActionEvent Caller, float state)
{
Jukebox.PlayOneShotGame("kitties/clap2");
}
public void ClapMissTwo(PlayerActionEvent Caller)
{
Jukebox.PlayOneShotGame("kitties/clapMiss2");
}
}
}

View file

@ -0,0 +1,11 @@
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MonoImporter:
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View file

@ -17,7 +17,7 @@ namespace HeavenStudio.Games.Loaders
function = delegate { Kitties.instance.Clap(eventCaller.currentEntity["toggle"], eventCaller.currentEntity["toggle"],
eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
defaultLength = 3,
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("type", Kitties.SpawnType.Straight, "Spawn", "The way in which the kitties will spawn"),
@ -26,27 +26,29 @@ namespace HeavenStudio.Games.Loaders
}
},
new GameAction("clapclose", "Up Close Clap")
new GameAction("remove", "Remove Cats")
{
function = delegate { Kitties.instance.ClapClose(eventCaller.currentEntity.beat); },
defaultLength = 3,
},
function = delegate { Kitties.instance.Remove(eventCaller.currentEntity.beat); },
defaultLength = .5f,
}
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_Fireworks;
using Scripts_Kitties;
public class Kitties : Minigame
{
public CtrTeppanPlayer player;
public GameObject[] Cats;
public enum SpawnType
{
Straight,
DiagonalDown,
DiagonalUp,
DownDiagonal,
UpDiagonal,
CloseUp
}
public static Kitties instance;
@ -63,9 +65,40 @@ namespace HeavenStudio.Games
}
public void Clap(bool isMice, bool isRightToLeft, float beat, int type = (int)SpawnType.Straight)
{ }
{
player.ScheduleClap(beat);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("kitties/nya1", beat),
new MultiSound.Sound("kitties/nya2", beat + .75f),
new MultiSound.Sound("kitties/nya3", beat + 1.5f)
});
BeatAction.New(Cats[0], new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Cats[0].transform.GetChild(0).gameObject.SetActive(true);}),
});
public void ClapClose(float beat)
{ }
BeatAction.New(Cats[1], new List<BeatAction.Action>()
{
new BeatAction.Action(beat + .75f, delegate { Cats[1].transform.GetChild(0).gameObject.SetActive(true);}),
});
BeatAction.New(Cats[2], new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1.5f, delegate { Cats[2].transform.GetChild(0).gameObject.SetActive(true);}),
new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
});
}
public void Remove(float beat)
{
BeatAction.New(Cats[0], new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Cats[0].transform.GetChild(0).gameObject.SetActive(false);}),
new BeatAction.Action(beat, delegate { Cats[1].transform.GetChild(0).gameObject.SetActive(false);}),
new BeatAction.Action(beat, delegate { Cats[2].transform.GetChild(0).gameObject.SetActive(false);}),
new BeatAction.Action(beat, delegate { player.canClap = false;}),
});
}
}
}