Merge branch 'master' into pr/743

This commit is contained in:
minenice55 2024-03-07 22:58:56 -05:00
commit d27cc14bbf
35 changed files with 27286 additions and 3922 deletions

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@ -1,7 +1,6 @@
<align="center"><b>Programming</b></align>
-<indent=5%>minenice</indent>
-<indent=5%>Megaminerzero</indent>
-<indent=5%>Starpelly</indent>
-<indent=5%>huantian</indent>
-<indent=5%>Slaith12</indent>
-<indent=5%>Mytiaoga</indent>
@ -20,6 +19,10 @@
-<indent=5%>RaffyTaffy14</indent>
-<indent=5%>Thinedave</indent>
-<indent=5%>Marc / ThePurpleAnon</indent>
-<indent=5%>fu_majime</indent>
-<indent=5%>Streitixy</indent>
-<indent=5%>Obeliskwithlimbs</indent>
-<indent=5%>Wookywok</indent>
<align="center"><b>Artwork</b></align>
-<indent=5%>Ko Takeuchi <alpha=#88>(Original <i>Rhythm Heaven</i> Assets)<alpha=#FF></indent>
@ -30,7 +33,6 @@
-<indent=5%>Tailx <alpha=#88>(Logo, Revised)<alpha=#FF></indent>
-<indent=5%>Seanski2 <alpha=#88>(Minigame Icons)<alpha=#FF></indent>
-<indent=5%>Maddy / saladplainzone <alpha=#88>(Default Epilogues)<alpha=#FF></indent>
-<indent=5%>Starpelly</indent>
-<indent=5%>dexiedoo_octo</indent>
-<indent=5%>Sofuto</indent>
-<indent=5%>MilaDraws</indent>
@ -56,6 +58,8 @@
-<indent=5%>mizuno</indent>
-<indent=5%>Malleable Frog</indent>
-<indent=5%>vincells</indent>
-<indent=5%>Yumiko90</indent>
-<indent=5%>fu_majime</indent>
<align="center"><b>Music</b></align>
-<indent=5%>Jellirby <alpha=#88>(Opening)<alpha=#FF></indent>
@ -73,29 +77,34 @@
<align="center"><b>Other Resources & Technologies</b></align>
-<indent=5%>Nintendo <alpha=#88>(Concept, Sound, Design)<alpha=#FF></indent>
-<indent=5%>Powered by Unity 2021.3.21</indent>
-<indent=5%>JoyShockLibrary <alpha=#88>Jibb Smart, fork by RHeavenStudio<alpha=#FF></indent>
-<indent=5%>Jukebox <alpha=#88>RHeavenStudio<alpha=#FF></indent>
-<indent=5%>Newtonsoft.Json</indent>
-<indent=5%>SoftMaskForUGUI</indent>
-<indent=5%>UniTask</indent>
-<indent=5%>Unity-UI-Rounded-Corners</indent>
-<indent=5%>Unity-AltSourceGenerator</indent>
-<indent=5%>Unity-SpriteAssist</indent>
-<indent=5%>unity-blend-shaders</indent>
-<indent=5%>Newtonsoft.Json</indent>
-<indent=5%>Graphy</indent>
-<indent=5%>DOTween</indent>
-<indent=5%>StandaloneFileBrowser</indent>
-<indent=5%>unity-gui-windows</indent>
-<indent=5%>NaughtyBezierCurves</indent>
-<indent=5%>Adobe Photoshop 2022</indent>
-<indent=5%>GIMP</indent>
-<indent=5%>paint.net</indent>
-<indent=5%>Krita</indent>
-<indent=5%>Visual Studio 2022</indent>
-<indent=5%>Visual Studio Code</indent>
-<indent=5%>DOTween</indent>
-<indent=5%>Starpelly Library</indent>
-<indent=5%>StandaloneFileBrowser</indent>
-<indent=5%>unity-gui-windows</indent>
-<indent=5%>NaughtyBezierCurves</indent>
-<indent=5%>VorbisPlugin</indent>
-<indent=5%>RHRE SFX Database</indent>
-<indent=5%>Github Copilot</indent>
<align="center"><b>Legal</b>
<color="red">Rhythm Heaven / Rhythm Tengoku is the intellectual property of Nintendo. This program is NOT endorsed nor sponsored in any way by Nintendo nor any of its affiliates.</color>
All used properties of Nintendo (such as names, audio, graphics, characters, design, etc.) in this software are not intended to maliciously infringe trademark rights. All other trademarks and assets are property of their respective owners. This is a community project and this is available for others to use according to the GPL-3.0 license, without charge.
All used properties of Nintendo (such as names, audio, graphics, characters, design, etc.) in this software are not intended to maliciously infringe trademark rights. All other trademarks and assets are property of their respective owners. This is a community project and this is available for others to use according to the MIT license, without charge.
<b>THIS SOFTWARE MUST NOT BE SOLD, NEITHER ALONE NOR AS PART OF A BUNDLE.

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@ -34,10 +34,10 @@ namespace HeavenStudio.Games.Loaders
new GameAction("pan", "Pan")
{
function = delegate {
preFunction = delegate {
var e = eventCaller.currentEntity;
string variation = "variation" + (new string[] { "Pan", "Pa", "Pa_n" })[e["type"]];
BonOdori.instance.Clap(e.beat, e[variation], e["type"], e["mute"],e["clapType"]);
BonOdori.instance.PreClap(e.beat, e[variation], e["type"], e["mute"],e["clapType"], e["semitone"]);
},
defaultLength = 1f,
parameters = new List<Param>()
@ -51,7 +51,8 @@ namespace HeavenStudio.Games.Loaders
new Param("variationPan", BonOdori.variationPan.PanC, "Pan Type", "Set the variation of the voice line."),
new Param("variationPa", BonOdori.variationPa.PaG, "Pa Type", "Set the variation of the voice line."),
new Param("variationPa_n", BonOdori.variationPa_n.Pa_nA , "Pa-n Type", "Set the variation of the voice line."),
new Param("clapType", BonOdori.typeClap.SideClap, "Clap Type", "Set the type of clap.")
new Param("clapType", BonOdori.typeClap.SideClap, "Clap Type", "Set the type of clap."),
new Param("semitone", new EntityTypes.Integer(-24, 24, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."),
}
},
@ -61,7 +62,7 @@ namespace HeavenStudio.Games.Loaders
function = delegate {
var e = eventCaller.currentEntity;
string variation = "variation" + (new string[] { "Don", "Do", "Do_n" })[e["type"]];
BonOdori.instance.Sound(e.beat, e[variation], e["type"]);
BonOdori.instance.Sound(e.beat, e[variation], e["type"], e["semitone"]);
},
defaultLength = 1f,
parameters = new List<Param>()
@ -74,6 +75,7 @@ namespace HeavenStudio.Games.Loaders
new Param("variationDon", BonOdori.variationDon.DonA, "Don Type", "Set the variation of the voice line."),
new Param("variationDo", BonOdori.variationDo.DoC, "Do Type", "Set the variation of the voice line."),
new Param("variationDo_n", BonOdori.variationDo_n.Do_nA, "Do-n Type", "Set the variation of the voice line."),
new Param("semitone", new EntityTypes.Integer(-24, 24, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."),
}
},
@ -170,6 +172,7 @@ namespace HeavenStudio.Games
public class BonOdori : Minigame
{
string prefix;
double beatUniversal;
string suffix;
@ -227,6 +230,19 @@ namespace HeavenStudio.Games
{
SideClap = 0,
FrontClap = 1
}
private static List<QueuedClaps> queuedClaps = new();
private struct QueuedClaps
{
public double beat;
public int variation;
public int typeSpeak;
public bool muted;
public int clapType;
public int semitone;
}
public enum typePan
{
@ -342,7 +358,8 @@ namespace HeavenStudio.Games
if (PlayerInput.GetIsAction(BonOdori.InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)){
if (PlayerInput.GetIsAction(BonOdori.InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
ScoreMiss();
SoundByte.PlayOneShotGame("bonOdori/clap");
if (clapTypeGlobal == 0)
@ -361,7 +378,7 @@ namespace HeavenStudio.Games
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped"); goBopDonpans = true;})
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
});
}
@ -372,12 +389,41 @@ namespace HeavenStudio.Games
}
}
public override void OnGameSwitch(double beat)
{
if (queuedClaps.Count > 0)
{
foreach (var clap in queuedClaps) Clap(clap.beat, clap.variation, clap.typeSpeak, clap.muted, clap.clapType, clap.semitone);
queuedClaps.Clear();
}
}
public void Clap(double beat, int variation, int typeSpeak, bool muted, int clapType)
public void PreClap(double beat, int variation, int typeSpeak, bool muted, int clapType, int semitone)
{
if (GameManager.instance.currentGame == "bonOdori")
{
instance.Clap(beat, variation, typeSpeak, muted, clapType, semitone);
}
else
{
queuedClaps.Add(new QueuedClaps()
{
beat = beat,
variation = variation,
typeSpeak = typeSpeak,
muted = muted,
clapType = clapType,
semitone = semitone
});
}
}
public void Clap(double beat, int variation, int typeSpeak, bool muted, int clapType, int semitone)
{
if (clapType == 1)
@ -396,88 +442,37 @@ namespace HeavenStudio.Games
{
switch (typeSpeak){
case 0:
switch (variation){
case 0:
SoundByte.PlayOneShotGame("bonOdori/pan1");
break;
case 1:
SoundByte.PlayOneShotGame("bonOdori/pan2"); break;
case 2:
SoundByte.PlayOneShotGame("bonOdori/pan3");
break;}
break;
case 2:
switch (variation){
case 0:
SoundByte.PlayOneShotGame("bonOdori/pa_n1");
break;
case 1:
SoundByte.PlayOneShotGame("bonOdori/pa_n2");
break;}
break;
case 1:
SoundByte.PlayOneShotGame("bonOdori/pa1");
break;
string clip = typeSpeak switch
{
0 => "pan",
1 => "pa_n",
2 or _ => "pa",
};
var pitch = SoundByte.GetPitchFromSemiTones(semitone, true);
SoundByte.PlayOneShotGame($"bonOdori/" + clip + (variation + 1), beat, pitch);
}
beatUniversal = beat;
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);}
}
public void Sound(double beat, int variation, int typeSpeak )
{ switch (typeSpeak){
case 0:
switch (variation){
case 0:
SoundByte.PlayOneShotGame("bonOdori/don1");
break;
case 1:
SoundByte.PlayOneShotGame("bonOdori/don2");
break;
case 2:
SoundByte.PlayOneShotGame("bonOdori/don3");
break;
case 3:
SoundByte.PlayOneShotGame("bonOdori/don4");
break;
}
break;
case 2:
switch (variation) {
case 0:
SoundByte.PlayOneShotGame("bonOdori/do_n1");
break;
case 1:
SoundByte.PlayOneShotGame("bonOdori/do_n2");
break;
}
break;
case 1:
switch (variation){
case 0:
SoundByte.PlayOneShotGame("bonOdori/do1");
break;
case 1:
SoundByte.PlayOneShotGame("bonOdori/do2");
break;
}
break;
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
}
}
public void Sound(double beat, int variation, int typeSpeak, int semitone)
{
string clip = typeSpeak switch
{
0 => "don",
1 => "do_n",
2 or _ => "do",
};
var pitch = SoundByte.GetPitchFromSemiTones(semitone, true);
SoundByte.PlayOneShotGame($"bonOdori/" + clip + (variation + 1), beat, pitch);
}
public void Success(PlayerActionEvent caller, float state)
{
@ -552,8 +547,10 @@ namespace HeavenStudio.Games
}
string ChangeColor(string text, bool isScroll)
{
if (text.Contains("r|") | text.Contains("y|") | text.Contains("g|")){
if (!isScroll){
if (text.Contains("r|") | text.Contains("y|") | text.Contains("g|"))
{
if (!isScroll)
{
return text.Replace("r|", "<color=#ff0000>")
@ -568,7 +565,8 @@ namespace HeavenStudio.Games
.Replace("y|", "<color=#ffffff>")
+ "</color>";
}}
}
}
return text;
}
@ -576,7 +574,8 @@ namespace HeavenStudio.Games
public void ShowText(string text1, string text2, string text3, string text4, string text5)
{
if (text1 is not "" && text1 is not "Type r| for red text, g| for green text and y| for yellow text. These can be used multiple times in a single line."){
if (text1 is not "" && text1 is not "Type r| for red text, g| for green text and y| for yellow text. These can be used multiple times in a single line.")
{
if (Scroll1 is not null)
{
StopCoroutine(Scroll1);
@ -592,7 +591,8 @@ namespace HeavenStudio.Games
Text6.text = ChangeColor(originalText1, true);
}
if (text2 is not ""){
if (text2 is not "")
{
if (Scroll2 is not null)
{
StopCoroutine(Scroll2);
@ -605,7 +605,8 @@ namespace HeavenStudio.Games
Text7.text = ChangeColor(originalText2, true);
}
if (text3 is not ""){
if (text3 is not "")
{
if (Scroll3 is not null)
{
StopCoroutine(Scroll3);
@ -620,7 +621,8 @@ namespace HeavenStudio.Games
Text8.text = ChangeColor(originalText3, true);
}
if (text4 is not ""){
if (text4 is not "")
{
if (Scroll4 is not null)
{
StopCoroutine(Scroll4);
@ -635,7 +637,8 @@ namespace HeavenStudio.Games
Text9.text = ChangeColor(originalText4, true);
}
if (text5 is not ""){
if (text5 is not "")
{
if (Scroll5 is not null)
{
StopCoroutine(Scroll5);
@ -651,8 +654,10 @@ namespace HeavenStudio.Games
}
public void DeleteText(bool text1, bool text2, bool text3, bool text4, bool text5){
if (text1 == true){
public void DeleteText(bool text1, bool text2, bool text3, bool text4, bool text5)
{
if (text1 == true)
{
if (Scroll1 is not null)
{
StopCoroutine(Scroll1);
@ -662,7 +667,8 @@ namespace HeavenStudio.Games
Text1.text = "";
Text6.text = "";
}
if (text2 == true){
if (text2 == true)
{
if (Scroll2 is not null)
{
StopCoroutine(Scroll2);
@ -672,7 +678,8 @@ namespace HeavenStudio.Games
Text2.text = "";
Text7.text = "";
}
if (text3 == true){
if (text3 == true)
{
if (Scroll3 is not null)
{
StopCoroutine(Scroll3);
@ -682,7 +689,8 @@ namespace HeavenStudio.Games
Text3.text = "";
Text8.text = "";
}
if (text4 == true){
if (text4 == true)
{
if (Scroll4 is not null)
{
StopCoroutine(Scroll4);
@ -692,7 +700,8 @@ namespace HeavenStudio.Games
Text4.text = "";
Text9.text = "";
}
if (text5 == true){
if (text5 == true)
{
if (Scroll5 is not null)
{
StopCoroutine(Scroll5);
@ -729,25 +738,33 @@ namespace HeavenStudio.Games
}
public void ScrollText(bool text1, bool text2, bool text3, bool text4, bool text5, float length, double beat)
{
if (text1){
Scroll1 = StartCoroutine(SmoothText(Text6, length, beat));}
if (text2){
Scroll2 = StartCoroutine(SmoothText(Text7, length, beat));}
if (text3){
Scroll3 = StartCoroutine(SmoothText(Text8, length, beat));}
if (text4){
Scroll4 = StartCoroutine(SmoothText(Text9, length, beat));}
if (text5){
Scroll5 = StartCoroutine(SmoothText(Text10, length, beat));}
if (text1)
{
Scroll1 = StartCoroutine(SmoothText(Text6, length, beat));
}
if (text2)
{
Scroll2 = StartCoroutine(SmoothText(Text7, length, beat));
}
if (text3)
{
Scroll3 = StartCoroutine(SmoothText(Text8, length, beat));
}
if (text4)
{
Scroll4 = StartCoroutine(SmoothText(Text9, length, beat));
}
if (text5)
{
Scroll5 = StartCoroutine(SmoothText(Text10, length, beat));
}
}
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
{
if (!shouldBop) { goBopDonpans = false; goBopJudge = false; return; }
goBopDonpans = autoBop;
goBopJudge = autoBop;
if (autoBop) { return;}
goBopDonpans = autoBop; goBopJudge = autoBop;
if (autoBop && shouldBop) { return; }
if (shouldBop)
{
for (int i = 0; i < length; i++)
@ -777,6 +794,10 @@ namespace HeavenStudio.Games
}
else
{
return;
}
}
public void Bow(double beat, float length)
@ -820,13 +841,13 @@ namespace HeavenStudio.Games
Judge.Play("Bop");
}
}
public void DarkBG(double beat, bool toggle, float length)
{
public void DarkBG(double beat, bool toggle, float length)
{
DarkerBG = StartCoroutine(DarkBGCoroutine(beat, toggle, length));
}
IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
{
}
IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
{
if (toggle)
{
if (darkBgIsOn)
@ -852,7 +873,9 @@ IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
}}}
}
}
}
else
{
if (!darkBgIsOn)
@ -872,7 +895,7 @@ IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0.4666f,0f, (Time.time - startTime) / realLength));
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0.4666f, 0f, (Time.time - startTime) / realLength));
darkBgIsOn = true;
yield return null;
@ -880,9 +903,11 @@ IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
}
}
}
}
}}}
}
}
}

View file

@ -178,8 +178,8 @@ namespace HeavenStudio.Games
fo.SetActive(true);
}
private ColorEase bgColorEase = new();
private ColorEase gradColorEase = new();
private ColorEase bgColorEase = new(Color.white);
private ColorEase gradColorEase = new(Color.white);
//call this in update
private void BackgroundColorUpdate()

View file

@ -13,9 +13,9 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
RiqEntity BackgroundUpdater(string datamodel, RiqEntity e)
{
if (datamodel == "mrUpbeat/changeBG" && e.dynamicData.ContainsKey("toggle"))
if (datamodel == "mrUpbeat/changeBG" && e.dynamicData.ContainsKey("toggle") && !e.dynamicData.ContainsKey("ease"))
{
e.dynamicData.Add("ease", (int)(e["toggle"] ? Util.EasingFunction.Ease.Instant : Util.EasingFunction.Ease.Linear));
e.CreateProperty("ease", (int)(e["toggle"] ? Util.EasingFunction.Ease.Instant : Util.EasingFunction.Ease.Linear));
e.dynamicData.Remove("toggle");
return e;
}

View file

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 111f322c771e15041824b07bbcd8a425
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,52 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
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 AgbRapMenLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("rapMen", "Rap Men", "ffffff", true, false, new List<GameAction>()
{
}
);
}
}
}
namespace HeavenStudio.Games
{
/// This class handles the minigame logic.
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
public class RapMen : Minigame
{
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 098eada39e8fca7429fe40e5edfa9e7c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -64,6 +64,21 @@ namespace HeavenStudio.Games.Loaders
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."),
}
},
new GameAction("particle effects", "Particle Effects")
{
function = delegate {
var e = eventCaller.currentEntity;
SamuraiSliceNtr.instance.SetParticleEffect(e.beat, e["type"], e["instant"], e["valA"], e["valB"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", SamuraiSliceNtr.ParticleType.None, "Particle", "Set the type of particle effect to spawn. Using \"None\" will stop all effects."),
new Param("instant", false, "Instant", "Toggle if the particles should start or stop instantly."),
new Param("valA", new EntityTypes.Float(0f, 15f, 1f), "Wind Strength", "Set the strength of the particle wind."),
new Param("valB", new EntityTypes.Float(1f, 25f, 1f), "Particle Intensity", "Set the intensity of the particle effect.")
},
},
//backwards compatibility
new GameAction("spawn object", "Toss Object")
{
@ -111,6 +126,15 @@ namespace HeavenStudio.Games
None = 3
}
public enum ParticleType
{
None,
Cherry,
Leaf,
LeafBroken,
Snow,
}
[Header("References")]
public NtrSamurai player;
public GameObject launcher;
@ -127,6 +151,11 @@ namespace HeavenStudio.Games
public BezierCurve3D DebrisRightCurve;
public BezierCurve3D NgDebrisCurve;
[Header("Particles")]
// wind
public WindZone Wind;
public ParticleSystem[] Effects;
//game scene
public static SamuraiSliceNtr instance;
@ -260,5 +289,27 @@ namespace HeavenStudio.Games
return mobjDat;
}
public void SetParticleEffect(double beat, int type, bool instant, float windStrength, float particleStrength)
{
if (type == (int)ParticleType.None)
{
foreach (var eff in Effects) eff.Stop();
return;
}
ParticleSystem particleSystem = Effects[Mathf.Clamp(type - 1, 0, Effects.Length - 1)];
particleSystem.gameObject.SetActive(true);
particleSystem.Play();
var emm = particleSystem.emission;
var main = particleSystem.main;
emm.rateOverTime = particleStrength;
main.prewarm = instant;
Wind.windMain = windStrength;
}
}
}

View file

@ -457,7 +457,7 @@ namespace HeavenStudio.Games
{
canBop = false;
if (grampsTurns) grampsCanBop = false;
ScheduleInput(beat, 1f, InputAction_Turn, JustRight, RightMiss, Empty);
ScheduleInput(beat, 1f, InputAction_Turn, JustRight, RightMiss, null);
BeatAction.New(instance, new List<BeatAction.Action>()
{
@ -526,7 +526,7 @@ namespace HeavenStudio.Games
{
canBop = false;
if (grampsSits) grampsCanBop = false;
ScheduleInput(beat, 1f, InputAction_Down, JustSit, SitMiss, Empty);
ScheduleInput(beat, 1f, InputAction_Down, JustSit, SitMiss, null);
BeatAction.New(instance, new List<BeatAction.Action>()
{
@ -601,7 +601,7 @@ namespace HeavenStudio.Games
{
canBop = false;
if (grampsPunches) grampsCanBop = false;
ScheduleInput(beat, 1.5f, InputAction_Punch, JustPunch, PunchMiss, Empty);
ScheduleInput(beat, 1.5f, InputAction_Punch, JustPunch, PunchMiss, null);
BeatAction.New(instance, new List<BeatAction.Action>()
{
@ -680,7 +680,7 @@ namespace HeavenStudio.Games
Gramps.DoScaledAnimationAsync("GrampsBop", 0.5f);
}
private ColorEase bgColorEase = new();
private ColorEase bgColorEase = new(defaultBGColor);
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
{
@ -786,9 +786,5 @@ namespace HeavenStudio.Games
Hit.Play("HitPunch", -1, 0);
Gramps.DoScaledAnimationAsync("GrampsMiss", 0.5f);
}
public void Empty(PlayerActionEvent caller) { }
}
}

View file

@ -465,7 +465,7 @@ namespace HeavenStudio.Games
}
}
private ColorEase bgColorEase = new();
private ColorEase bgColorEase = new(defaultBGColor);
//call this in update
private void BackgroundColorUpdate()

View file

@ -402,7 +402,6 @@ namespace HeavenStudio
{
Debug.LogWarning("Game loader AgbQuizShowLoader failed!");
}
game = NtrPingpongLoader.AddGame(eventCaller);
if (game != null)
{

View file

@ -17,9 +17,5 @@ MonoBehaviour:
DenseViewWidthThreshold: 512
_disableAutoReloadInBackground: 0
ImportedScriptPaths:
- Assets/Scripts/Games/NailCarpenter/NailCarpenter.cs
- Assets/Scripts/Games/NailCarpenter/LongNail.cs
- Assets/Scripts/Games/NailCarpenter/Nail.cs
- Assets/Scripts/Games/NailCarpenter/Sweet.cs
PathsToSkipImportEvent: []
PathsToIgnoreOverwriteSettingOnAttribute: []

View file

@ -8,7 +8,7 @@
</a>
</p>
[![License: GPL v3](https://img.shields.io/badge/License-GPLv3-blue.svg)](https://www.gnu.org/licenses/gpl-3.0)
[![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](https://opensource.org/licenses/MIT)
[itch.io Page](https://rheavenstudio.itch.io/heaven-studio)