Crop Stomp Spritesheet Update, Space Dance Anim Tweaks
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|
@ -11,7 +11,10 @@ namespace HeavenStudio.Games.Loaders
|
||||||
public static Minigame AddGame(EventCaller eventCaller) {
|
public static Minigame AddGame(EventCaller eventCaller) {
|
||||||
return new Minigame("spaceDance", "Space Dance \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
|
return new Minigame("spaceDance", "Space Dance \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
|
||||||
{
|
{
|
||||||
|
new GameAction("turn right", delegate { SpaceDance.instance.DoTurnRight(eventCaller.currentEntity.beat); }, 2.0f, false),
|
||||||
|
new GameAction("sit down", delegate { SpaceDance.instance.DoSitDown(eventCaller.currentEntity.beat); }, 2.0f, false),
|
||||||
|
new GameAction("punch", delegate { SpaceDance.instance.DoPunch(eventCaller.currentEntity.beat); }, 2.0f, false),
|
||||||
|
new GameAction("bop", delegate { SpaceDance.instance.Bop(eventCaller.currentEntity.beat); }, 1.0f, false),
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -19,9 +22,16 @@ namespace HeavenStudio.Games.Loaders
|
||||||
|
|
||||||
namespace HeavenStudio.Games
|
namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
// using Scripts_RhythmSomen;
|
// using Scripts_SpaceDance;
|
||||||
public class SpaceDance : Minigame
|
public class SpaceDance : Minigame
|
||||||
{
|
{
|
||||||
|
public Animator DancerP;
|
||||||
|
public Animator Dancer1;
|
||||||
|
public Animator Dancer2;
|
||||||
|
public Animator Dancer3;
|
||||||
|
public Animator Gramps;
|
||||||
|
public GameObject Player;
|
||||||
|
|
||||||
public static SpaceDance instance;
|
public static SpaceDance instance;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
|
@ -39,5 +49,147 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void DoTurnRight(float beat)
|
||||||
|
{
|
||||||
|
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, RightSuccess, RightMiss, RightEmpty);
|
||||||
|
MultiSound.Play(new MultiSound.Sound[] {
|
||||||
|
new MultiSound.Sound("spaceDance/turn1_sound", beat),
|
||||||
|
new MultiSound.Sound("spaceDance/turn1_dancers", beat),
|
||||||
|
new MultiSound.Sound("spaceDance/turn2_dancers", beat),
|
||||||
|
});
|
||||||
|
|
||||||
|
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(beat, delegate { DancerP.Play("TurnRightStart", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat, delegate { Dancer1.Play("TurnRightStart", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat, delegate { Dancer2.Play("TurnRightStart", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat, delegate { Dancer3.Play("TurnRightStart", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("TurnRightDo", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("TurnRightDo", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("TurnRightDo", -1, 0);}),
|
||||||
|
});
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DoSitDown(float beat)
|
||||||
|
{
|
||||||
|
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, SitSuccess, SitMiss, SitEmpty);
|
||||||
|
MultiSound.Play(new MultiSound.Sound[] {
|
||||||
|
new MultiSound.Sound("spaceDance/sit1_sound", beat),
|
||||||
|
new MultiSound.Sound("spaceDance/sit1_dancers", beat),
|
||||||
|
new MultiSound.Sound("spaceDance/sit2_sound", beat + 0.5f),
|
||||||
|
new MultiSound.Sound("spaceDance/sit2_dancers", beat + 0.5f),
|
||||||
|
new MultiSound.Sound("spaceDance/sit3_dancers", beat + 1f),
|
||||||
|
});
|
||||||
|
|
||||||
|
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(beat, delegate { DancerP.Play("SitDownStart", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat, delegate { Dancer1.Play("SitDownStart", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat, delegate { Dancer2.Play("SitDownStart", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat, delegate { Dancer3.Play("SitDownStart", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("SitDownDo", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("SitDownDo", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("SitDownDo", -1, 0);}),
|
||||||
|
});
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DoPunch(float beat)
|
||||||
|
{
|
||||||
|
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, PunchSuccess, PunchMiss, PunchEmpty);
|
||||||
|
MultiSound.Play(new MultiSound.Sound[] {
|
||||||
|
new MultiSound.Sound("spaceDance/punch1_sound", beat),
|
||||||
|
new MultiSound.Sound("spaceDance/punch1_dancers", beat),
|
||||||
|
new MultiSound.Sound("spaceDance/punch1_sound", beat + 0.5f),
|
||||||
|
new MultiSound.Sound("spaceDance/punch1_dancers", beat + 0.5f),
|
||||||
|
new MultiSound.Sound("spaceDance/punch1_sound", beat + 1f),
|
||||||
|
new MultiSound.Sound("spaceDance/punch1_dancers", beat + 1f),
|
||||||
|
new MultiSound.Sound("spaceDance/punch2_dancers", beat + 1.5f),
|
||||||
|
});
|
||||||
|
|
||||||
|
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(beat, delegate { DancerP.Play("PunchStartInner", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat, delegate { Dancer1.Play("PunchStartInner", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat, delegate { Dancer2.Play("PunchStartInner", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat, delegate { Dancer3.Play("PunchStartInner", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 0.5f, delegate { DancerP.Play("PunchStartOuter", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 0.5f, delegate { Dancer1.Play("PunchStartOuter", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 0.5f, delegate { Dancer2.Play("PunchStartOuter", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 0.5f, delegate { Dancer3.Play("PunchStartOuter", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1f, delegate { DancerP.Play("PunchStartInner", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("PunchStartInner", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("PunchStartInner", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("PunchStartInner", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1.5f, delegate { Dancer1.Play("PunchDo", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1.5f, delegate { Dancer2.Play("PunchDo", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat + 1.5f, delegate { Dancer3.Play("PunchDo", -1, 0);}),
|
||||||
|
});
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Bop(float beat)
|
||||||
|
{
|
||||||
|
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(beat, delegate { DancerP.Play("Bop", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat, delegate { Dancer1.Play("Bop", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat, delegate { Dancer2.Play("Bop", -1, 0);}),
|
||||||
|
new BeatAction.Action(beat, delegate { Dancer3.Play("Bop", -1, 0);}),
|
||||||
|
});
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RightSuccess(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
Jukebox.PlayOneShotGame("spaceDance/right2_sound");
|
||||||
|
DancerP.Play("TurnRightDo", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RightMiss(PlayerActionEvent caller)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RightEmpty(PlayerActionEvent caller)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SitSuccess(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
Jukebox.PlayOneShotGame("spaceDance/sit3_sound");
|
||||||
|
DancerP.Play("SitDownDo", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SitMiss(PlayerActionEvent caller)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SitEmpty(PlayerActionEvent caller)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PunchSuccess(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
Jukebox.PlayOneShotGame("spaceDance/punch2_sound");
|
||||||
|
DancerP.Play("PunchDo", -1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PunchMiss(PlayerActionEvent caller)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PunchEmpty(PlayerActionEvent caller)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in a new issue