Feature-complete!
Still needs text and paper, but beyond that it's pretty much done!
This commit is contained in:
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AnimatorState:
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@ -29,15 +29,6 @@ AnimationClip:
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pptrCurveMapping:
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@ -112,15 +100,6 @@ AnimationClip:
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 32, y: 32}
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m_Pivot: {x: 0, y: 0.5}
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m_Father: {fileID: 156962254}
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m_SizeDelta: {x: 32, y: 32}
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m_Pivot: {x: 0, y: 0.5}
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--- !u!114 &285739500
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@ -8906,7 +8906,7 @@ MonoBehaviour:
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m_faceColor:
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m_fontSize: 10
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m_fontSizeBase: 14.3
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m_fontWeight: 400
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m_enableAutoSizing: 1
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@ -12392,9 +12392,9 @@ RectTransform:
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m_Father: {fileID: 156962254}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 32, y: 32}
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m_Pivot: {x: 0, y: 0.5}
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@ -14029,7 +14029,7 @@ MonoBehaviour:
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m_SizeDelta: {x: 32, y: 32}
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m_Pivot: {x: 0, y: 0.5}
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m_PersistentCalls:
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@ -32707,7 +32707,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 52.367344}
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m_AnchoredPosition: {x: 0, y: 70.65305}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 1}
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@ -34643,7 +34643,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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m_NumberOfSteps: 0
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m_OnValueChanged:
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m_PersistentCalls:
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m_Father: {fileID: 156962254}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 150.59999, y: -21}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 32, y: 32}
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m_Pivot: {x: 0, y: 0.5}
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--- !u!114 &2125404437
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|
|
|
|||
|
|
@ -1,8 +1,8 @@
|
|||
using System;
|
||||
|
||||
public static class AppInfo {
|
||||
public const string Version = "1.0.4";
|
||||
public static readonly DateTime Date = new DateTime(2024, 02, 16, 02, 44, 34, 828, DateTimeKind.Utc);
|
||||
public const string Version = "1.0.5";
|
||||
public static readonly DateTime Date = new DateTime(2024, 02, 23, 20, 57, 14, 989, DateTimeKind.Utc);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -39,9 +39,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
new GameAction("countin", "Start Beeping")
|
||||
{
|
||||
function = delegate { RhythmTestGBA.instance.KeepTheBeep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
|
||||
function = delegate { RhythmTestGBA.instance.KeepTheBeep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["toggle"], eventCaller.currentEntity["auto"]); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Toggle", "Toggle the automatic beeping on or off."),
|
||||
new Param("auto", false, "Auto", "Toggle if the machine should beep automatically."),
|
||||
},
|
||||
},
|
||||
|
||||
new GameAction("button", "Start Keep-the-Beat")
|
||||
|
|
@ -54,36 +59,38 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
new GameAction("stopktb", "Stop Keep-the-Beat")
|
||||
{
|
||||
function = delegate { RhythmTestGBA.instance.StopKeepbeat(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = false,
|
||||
},
|
||||
|
||||
new GameAction("countthree", "Count Down From Three")
|
||||
{
|
||||
function = delegate {RhythmTestGBA.instance.CountDownThree(
|
||||
eventCaller.currentEntity.beat, eventCaller.currentEntity["mute3"], eventCaller.currentEntity["mute2"], eventCaller.currentEntity["mute1"]);},
|
||||
preFunction = delegate { RhythmTestGBA.instance.PreStopKeepbeat(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["mutecue"]); },
|
||||
defaultLength = 4f,
|
||||
resizable = false,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("mute3", false, "3 Muted", "Hides and mutes the 3 in the countdown."),
|
||||
new Param("mute2", false, "2 Muted", "Hides and mutes the 2 in the countdown."),
|
||||
new Param("mute1", false, "1 Muted", "Hides and mutes the 1 in the countdown."),
|
||||
new Param("mutecue", false, "Mute Cue", "Mute the sound cue signifying the end of the keep-the-beat section."),
|
||||
}
|
||||
},
|
||||
|
||||
new GameAction("countdown", "Countdown")
|
||||
{
|
||||
function = delegate {RhythmTestGBA.instance.CountDown(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["countdownNumber"]);},
|
||||
preFunction = delegate {RhythmTestGBA.instance.PreCountDown(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["val1"]);},
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("countdownNumber", new EntityTypes.Integer(1, 9, 3), "Beats", "Set how many beats there will be before the player has to input.")
|
||||
new Param("val1", new EntityTypes.Integer(1, 9, 3), "Beats", "Set how many beats there will be before the player has to input.")
|
||||
}
|
||||
},
|
||||
|
||||
new GameAction("hidecount", "Toggle Countdown")
|
||||
{
|
||||
function = delegate {RhythmTestGBA.instance.HideCountdown(eventCaller.currentEntity["togglecount"]);},
|
||||
defaultLength = 0.5f,
|
||||
resizable = false,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("togglecount", true, "Toggle Countdown?", "Toggles whether the countdown appears or not."),
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
},
|
||||
new List<string>() {"abg", "aim"},
|
||||
"agbRhythmTestGBA", "en",
|
||||
|
|
@ -101,18 +108,27 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
public static RhythmTestGBA instance;
|
||||
static List<double> queuedButton = new();
|
||||
|
||||
bool goBeep;
|
||||
bool stopBeep;
|
||||
bool keepPressing;
|
||||
bool shouldmute;
|
||||
bool disableCount;
|
||||
|
||||
private double numberSelect;
|
||||
private float countLength;
|
||||
|
||||
[Header("Animators")]
|
||||
[SerializeField] Animator buttonAnimator;
|
||||
[SerializeField] Animator flashAnimator;
|
||||
[SerializeField] Animator numberbgAnimator;
|
||||
[SerializeField] Animator numberBGAnimator;
|
||||
[SerializeField] Animator numberAnimator;
|
||||
|
||||
[Header("Properties")]
|
||||
private static double startBlippingBeat = double.MaxValue;
|
||||
|
||||
[Header("Variables")]
|
||||
bool keepPressing;
|
||||
|
||||
int pressPlayerCount;
|
||||
public static double wantButton = double.MinValue;
|
||||
|
||||
|
|
@ -130,6 +146,7 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
|
|
@ -171,12 +188,9 @@ namespace HeavenStudio.Games
|
|||
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(ktb, delegate {
|
||||
ScheduleInput(ktb, 1f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||
flashAnimator.Play("KTBPulse", 0, 0);
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
|
||||
|
||||
}),
|
||||
new BeatAction.Action(ktb + 1, delegate {
|
||||
flashAnimator.Play("KTBPulse", 0, 0);
|
||||
if (keepPressing) queuedButton.Add(ktb + 1);
|
||||
}),
|
||||
});
|
||||
|
|
@ -193,25 +207,33 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void KeepTheBeep(double beat, float length)
|
||||
public void KeepTheBeep(double beat, float length, bool shouldBeep, bool autoBeep)
|
||||
{
|
||||
for (int i = 0; i < length; i++)
|
||||
stopBeep = false;
|
||||
if (!shouldBeep) { goBeep = false; return;}
|
||||
goBeep = autoBeep;
|
||||
if (shouldBeep)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + i, delegate
|
||||
{
|
||||
flashAnimator.Play("KTBPulse", 0, 0);
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + i, delegate
|
||||
{
|
||||
flashAnimator.Play("KTBPulse", 0, 0);
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
|
||||
|
||||
})
|
||||
});
|
||||
})
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public void PressButton()
|
||||
{
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/press");
|
||||
|
|
@ -220,24 +242,52 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public void StopKeepbeat(double beat, float length)
|
||||
public void PreStopKeepbeat(double beat, float length, bool muted)
|
||||
{
|
||||
|
||||
keepPressing = false;
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
shouldmute = muted;
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat+1, delegate { StopKeepbeatInput(beat);}),
|
||||
new BeatAction.Action(beat+1, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);}),
|
||||
new BeatAction.Action(beat+2, delegate { StopKeepbeatInput(beat);}),
|
||||
new BeatAction.Action(beat+2, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);}),
|
||||
new BeatAction.Action(beat+3, delegate { StopKeepbeatInput(beat);}),
|
||||
new BeatAction.Action(beat-1, delegate {killBeeps(beat);}),
|
||||
new BeatAction.Action(beat, delegate {StopKeepbeat(beat, shouldmute);})
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void StopKeepbeat(double beat, bool shouldmute)
|
||||
{
|
||||
|
||||
|
||||
keepPressing = false;
|
||||
ScheduleInput(beat, 1f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||
ScheduleInput(beat, 2f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||
ScheduleInput(beat, 3f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||
|
||||
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
|
||||
new BeatAction.Action(beat, delegate {flashAnimator.Play("KTBPulse");}),
|
||||
|
||||
new BeatAction.Action(beat+1, delegate {flashAnimator.Play("KTBPulse");}),
|
||||
|
||||
new BeatAction.Action(beat+2, delegate {flashAnimator.Play("KTBPulse");}),
|
||||
|
||||
new BeatAction.Action(beat+3, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding", beat: beat, forcePlay: true);})
|
||||
|
||||
});
|
||||
if (!shouldmute)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat+1, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);}),
|
||||
new BeatAction.Action(beat+2, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);})
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -246,6 +296,21 @@ namespace HeavenStudio.Games
|
|||
ScheduleInput(beat, 0f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||
flashAnimator.Play("KTBPulse");
|
||||
}
|
||||
|
||||
public override void OnBeatPulse(double beat)
|
||||
{
|
||||
if (goBeep)
|
||||
{
|
||||
flashAnimator.Play("KTBPulse");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void killBeeps(double beat)
|
||||
{
|
||||
goBeep = false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
@ -256,113 +321,312 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
public void CountDownThree(double beat, bool mute3, bool mute2, bool mute1)
|
||||
{
|
||||
ScheduleInput(beat, 3f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||
if (mute3)
|
||||
{
|
||||
FlashNone(beat);
|
||||
}
|
||||
else
|
||||
{
|
||||
FlashThree(beat);
|
||||
}
|
||||
if (mute2)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||
new BeatAction.Action(beat+1, delegate {FlashNone(beat);})});
|
||||
}
|
||||
else
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||
new BeatAction.Action(beat+1, delegate {FlashTwo(beat);})});
|
||||
}
|
||||
if (mute1)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||
new BeatAction.Action(beat+2, delegate {FlashNone(beat);})});
|
||||
}
|
||||
else
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||
new BeatAction.Action(beat+2, delegate {FlashOne(beat);})});
|
||||
}
|
||||
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||
new BeatAction.Action(beat+3, delegate {FlashZero(beat);})});
|
||||
|
||||
public void PreCountDown(double startBeat, float length, int countdownNumber)
|
||||
{
|
||||
if (keepPressing) return;
|
||||
ScheduleInput(startBeat, length * countdownNumber, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||
countLength = length;
|
||||
switch (countdownNumber)
|
||||
{
|
||||
case 1:
|
||||
CountOne(startBeat, length);
|
||||
break;
|
||||
case 2:
|
||||
CountTwo(startBeat, length);
|
||||
break;
|
||||
case 3:
|
||||
CountThree(startBeat, length);
|
||||
break;
|
||||
case 4:
|
||||
CountFour(startBeat, length);
|
||||
break;
|
||||
case 5:
|
||||
CountFive(startBeat, length);
|
||||
break;
|
||||
case 6:
|
||||
CountSix(startBeat, length);
|
||||
break;
|
||||
case 7:
|
||||
CountSeven(startBeat, length);
|
||||
break;
|
||||
case 8:
|
||||
CountEight(startBeat, length);
|
||||
break;
|
||||
case 9:
|
||||
CountNine(startBeat, length);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void CountDown(double beat, float length, int countdownNumber)
|
||||
// Countdown playing functions
|
||||
|
||||
public void CountNine(double startBeat, float length)
|
||||
{
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
|
||||
|
||||
|
||||
ScheduleInput(beat, length * (countdownNumber), InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||
|
||||
|
||||
new BeatAction.Action(startBeat, delegate {FlashNine(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length, delegate {FlashEight(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*2, delegate {FlashSeven(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*3, delegate {FlashSix(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*4, delegate {FlashFive(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*5, delegate {FlashFour(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*6, delegate {FlashThree(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*7, delegate {FlashTwo(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*8, delegate {FlashOne(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*9, delegate {FlashZero(startBeat);})
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
public void CountEight(double startBeat, float length)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat, delegate {FlashEight(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length, delegate {FlashSeven(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*2, delegate {FlashSix(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*3, delegate {FlashFive(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*4, delegate {FlashFour(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*5, delegate {FlashThree(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*6, delegate {FlashTwo(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*7, delegate {FlashOne(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*8, delegate {FlashZero(startBeat);})
|
||||
});
|
||||
|
||||
}
|
||||
public void CountSeven(double startBeat, float length)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat, delegate {FlashSeven(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length, delegate {FlashSix(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*2, delegate {FlashFive(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*3, delegate {FlashFour(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*4, delegate {FlashThree(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*5, delegate {FlashTwo(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*6, delegate {FlashOne(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*7, delegate {FlashZero(startBeat);})
|
||||
});
|
||||
}
|
||||
public void CountSix(double startBeat, float length)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat, delegate {FlashSix(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length, delegate {FlashFive(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*2, delegate {FlashFour(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*3, delegate {FlashThree(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*4, delegate {FlashTwo(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*5, delegate {FlashOne(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*6, delegate {FlashZero(startBeat);})
|
||||
});
|
||||
}
|
||||
public void CountFive(double startBeat, float length)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat, delegate {FlashFive(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length, delegate {FlashFour(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*2, delegate {FlashThree(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*3, delegate {FlashTwo(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*4, delegate {FlashOne(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*5, delegate {FlashZero(startBeat);})
|
||||
});
|
||||
}
|
||||
public void CountFour(double startBeat, float length)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat, delegate {FlashFour(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length, delegate {FlashThree(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*2, delegate {FlashTwo(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*3, delegate {FlashOne(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*4, delegate {FlashZero(startBeat);})
|
||||
});
|
||||
}
|
||||
public void CountThree(double startBeat, float length)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat, delegate {FlashThree(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length, delegate {FlashTwo(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*2, delegate {FlashOne(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*3, delegate {FlashZero(startBeat);})
|
||||
});
|
||||
}
|
||||
public void CountTwo(double startBeat, float length)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat, delegate {FlashTwo(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length, delegate {FlashOne(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length*2, delegate {FlashZero(startBeat);})
|
||||
});
|
||||
}
|
||||
public void CountOne(double startBeat, float length)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat, delegate {FlashOne(startBeat, disableCount);}),
|
||||
new BeatAction.Action(startBeat + length, delegate {FlashZero(startBeat);})
|
||||
});
|
||||
}
|
||||
// Number Call Functions
|
||||
public void FlashSeven(double beat)
|
||||
|
||||
public void HideCountdown(bool toggleCount)
|
||||
{
|
||||
|
||||
numberbgAnimator.Play("FlashBG");
|
||||
numberAnimator.Play("Seven");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
|
||||
if (toggleCount)
|
||||
{
|
||||
disableCount = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
disableCount = true;
|
||||
}
|
||||
}
|
||||
public void FlashSix(double beat)
|
||||
|
||||
public void FlashNine(double beat, bool disableCount)
|
||||
{
|
||||
|
||||
numberbgAnimator.Play("FlashBG");
|
||||
numberAnimator.Play("Six");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
|
||||
if (disableCount != true)
|
||||
{
|
||||
numberBGAnimator.Play("FlashBG", -1, 0);
|
||||
numberAnimator.Play("Nine");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
}
|
||||
else
|
||||
{
|
||||
numberBGAnimator.Play("Idle");
|
||||
numberAnimator.Play("Idle");
|
||||
}
|
||||
}
|
||||
public void FlashFive(double beat)
|
||||
|
||||
public void FlashEight(double beat, bool disableCount)
|
||||
{
|
||||
|
||||
numberbgAnimator.Play("FlashBG");
|
||||
numberAnimator.Play("Five");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
|
||||
if (!disableCount)
|
||||
{
|
||||
numberBGAnimator.Play("FlashBG", -1, 0);
|
||||
numberAnimator.Play("Eight");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
}
|
||||
else
|
||||
{
|
||||
numberBGAnimator.Play("Idle");
|
||||
numberAnimator.Play("Idle");
|
||||
}
|
||||
}
|
||||
public void FlashFour(double beat)
|
||||
|
||||
public void FlashSeven(double beat, bool disableCount)
|
||||
{
|
||||
|
||||
numberbgAnimator.Play("FlashBG");
|
||||
numberAnimator.Play("Four");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
|
||||
if (!disableCount)
|
||||
{
|
||||
numberBGAnimator.Play("FlashBG", -1, 0);
|
||||
numberAnimator.Play("Seven");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
}
|
||||
else
|
||||
{
|
||||
numberBGAnimator.Play("Idle");
|
||||
numberAnimator.Play("Idle");
|
||||
}
|
||||
}
|
||||
public void FlashThree(double beat)
|
||||
|
||||
public void FlashSix(double beat, bool disableCount)
|
||||
{
|
||||
|
||||
numberbgAnimator.Play("FlashBG");
|
||||
numberAnimator.Play("Three");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
|
||||
if (!disableCount)
|
||||
{
|
||||
numberBGAnimator.Play("FlashBG", -1, 0);
|
||||
numberAnimator.Play("Six");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
}
|
||||
else
|
||||
{
|
||||
numberBGAnimator.Play("Idle");
|
||||
numberAnimator.Play("Idle");
|
||||
}
|
||||
}
|
||||
public void FlashTwo(double beat)
|
||||
|
||||
public void FlashFive(double beat, bool disableCount)
|
||||
{
|
||||
|
||||
numberbgAnimator.Play("FlashBG");
|
||||
numberAnimator.Play("Two");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
|
||||
if (!disableCount)
|
||||
{
|
||||
numberBGAnimator.Play("FlashBG", -1, 0);
|
||||
numberAnimator.Play("Five");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
}
|
||||
else
|
||||
{
|
||||
numberBGAnimator.Play("Idle");
|
||||
numberAnimator.Play("Idle");
|
||||
}
|
||||
}
|
||||
public void FlashOne(double beat)
|
||||
|
||||
public void FlashFour(double beat, bool disableCount)
|
||||
{
|
||||
if (!disableCount)
|
||||
{
|
||||
numberBGAnimator.Play("FlashBG", -1, 0);
|
||||
numberAnimator.Play("Four");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
}
|
||||
else
|
||||
{
|
||||
numberBGAnimator.Play("Idle");
|
||||
numberAnimator.Play("Idle");
|
||||
}
|
||||
}
|
||||
|
||||
numberbgAnimator.Play("FlashBG");
|
||||
numberAnimator.Play("One");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
|
||||
public void FlashThree(double beat, bool disableCount)
|
||||
{
|
||||
if (!disableCount)
|
||||
{
|
||||
numberBGAnimator.Play("FlashBG", -1, 0);
|
||||
numberAnimator.Play("Three");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
}
|
||||
else
|
||||
{
|
||||
numberBGAnimator.Play("Idle");
|
||||
numberAnimator.Play("Idle");
|
||||
}
|
||||
}
|
||||
|
||||
public void FlashTwo(double beat, bool disableCount)
|
||||
{
|
||||
if (!disableCount)
|
||||
{
|
||||
numberBGAnimator.Play("FlashBG", -1, 0);
|
||||
numberAnimator.Play("Two");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
}
|
||||
else
|
||||
{
|
||||
numberBGAnimator.Play("Idle");
|
||||
numberAnimator.Play("Idle");
|
||||
}
|
||||
}
|
||||
|
||||
public void FlashOne(double beat, bool disableCount)
|
||||
{
|
||||
if (!disableCount)
|
||||
{
|
||||
numberBGAnimator.Play("FlashBG", -1, 0);
|
||||
numberAnimator.Play("One");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||
}
|
||||
else
|
||||
{
|
||||
numberBGAnimator.Play("Idle");
|
||||
numberAnimator.Play("Idle");
|
||||
}
|
||||
}
|
||||
|
||||
public void FlashZero(double beat)
|
||||
{
|
||||
|
||||
numberbgAnimator.Play("FlashHit");
|
||||
numberBGAnimator.Play("FlashHit");
|
||||
numberAnimator.Play("Zero");
|
||||
SoundByte.PlayOneShotGame("rhythmTestGBA/blip3");
|
||||
|
||||
|
|
@ -371,12 +635,9 @@ namespace HeavenStudio.Games
|
|||
|
||||
|
||||
|
||||
public void FlashNone(double beat)
|
||||
public void HideCountdown(double beat, bool showcount)
|
||||
{
|
||||
|
||||
numberbgAnimator.Play("Idle");
|
||||
numberAnimator.Play("Idle");
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -134,7 +134,7 @@ PlayerSettings:
|
|||
16:10: 1
|
||||
16:9: 1
|
||||
Others: 1
|
||||
bundleVersion: 1.0.4
|
||||
bundleVersion: 1.0.5
|
||||
preloadedAssets:
|
||||
- {fileID: 102900000, guid: 5348c08b82446e0478cee8bda6c02cfc, type: 3}
|
||||
metroInputSource: 0
|
||||
|
|
@ -158,11 +158,11 @@ PlayerSettings:
|
|||
applicationIdentifier:
|
||||
Standalone: com.RHeavenStudio.Heaven-Studio
|
||||
buildNumber:
|
||||
Standalone: 100004
|
||||
Standalone: 100005
|
||||
iPhone: 0
|
||||
tvOS: 0
|
||||
overrideDefaultApplicationIdentifier: 0
|
||||
AndroidBundleVersionCode: 100004
|
||||
AndroidBundleVersionCode: 100005
|
||||
AndroidMinSdkVersion: 22
|
||||
AndroidTargetSdkVersion: 0
|
||||
AndroidPreferredInstallLocation: 1
|
||||
|
|
|
|||
|
|
@ -18,5 +18,6 @@ MonoBehaviour:
|
|||
_disableAutoReloadInBackground: 0
|
||||
ImportedScriptPaths:
|
||||
- Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs
|
||||
- Assets/Scripts/AppInfo.cs
|
||||
PathsToSkipImportEvent: []
|
||||
PathsToIgnoreOverwriteSettingOnAttribute: []
|
||||
|
|
|
|||
Loading…
Reference in a new issue