Bring in the rest of my script (#5)

* Add something that resembles whiffs and barelies

They still use combinations of the rhre sounds and have no animations.

* fix caller beat in multisound

* Faulty Whale

Stole code from clappy trio sign, the sfx now changes based on whether we have a whale
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blank3times 2024-03-01 16:45:24 -08:00 committed by GitHub
parent d853aa6306
commit d8dcfb6cf1
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2 changed files with 80 additions and 14 deletions

View file

@ -37,7 +37,17 @@ namespace HeavenStudio.Games.Loaders
{
function = delegate { HoleInOne.instance.DoMonkey(eventCaller.currentEntity.beat); },
defaultLength = 3.0f,
}
},
new GameAction("whale", "Whale")
{
function = delegate { var e = eventCaller.currentEntity; HoleInOne.instance.Whale(e.beat, e.length, e["ease"], e["appear"]); },
parameters = new List<Param>()
{
new Param("appear", true, "Enter", "Toggle if the whale should enter or exit the scene."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
},
resizable = true
},
}//,
// new List<string>() { "rvl", "normal" },
// "rvlgolf", "en",
@ -55,12 +65,18 @@ namespace HeavenStudio.Games
{
public Animator MonkeyAnim;
double whaleStartBeat;
float whaleLength;
Util.EasingFunction.Ease lastEase;
bool isWhale;
public static HoleInOne instance;
void Awake()
{
HoleInOne.instance = this;
SetupBopRegion("holeInOne", "bop", "toggle");
isWhale = false;
}
public override void OnBeatPulse(double beat)
@ -69,6 +85,15 @@ namespace HeavenStudio.Games
}
void Update()
{
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
SoundByte.PlayOneShotGame("holeInOne/hole1"); // temp miss sound. Should be: whiff sound
ScoreMiss();
}
}
public void ToggleBop(double beat, float length, bool shouldBop, bool autoBop)
{
if (shouldBop)
@ -86,11 +111,20 @@ namespace HeavenStudio.Games
}
}
}
public void Whale(double beat, float length, int ease, bool appear)
{
SoundByte.PlayOneShotGame("clappyTrio/sign");
whaleStartBeat = beat;
whaleLength = length;
lastEase = (Util.EasingFunction.Ease)ease;
isWhale = appear;
}
public void DoMandrill(double beat)
{
//Mandrill Multisound
ScheduleInput(beat, 3f, InputAction_BasicPress, MandrillSuccess, MandrillMiss, Whiff);
ScheduleInput(beat, 3f, InputAction_BasicPress, MandrillSuccess, MandrillMiss, Nothing);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/mandrill1", beat),
new MultiSound.Sound("holeInOne/mandrill2", beat + 1f),
@ -110,7 +144,7 @@ namespace HeavenStudio.Games
public void DoMonkey(double beat)
{
//Monkey Multisound
ScheduleInput(beat, 2f, InputAction_BasicPress, MonkeySuccess, MonkeyMiss, Whiff);
ScheduleInput(beat, 2f, InputAction_BasicPress, MonkeySuccess, MonkeyMiss, Nothing);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/monkey1", beat),
new MultiSound.Sound("holeInOne/monkey2", beat + 1f)
@ -126,8 +160,27 @@ namespace HeavenStudio.Games
public void MandrillSuccess(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("holeInOne/mandrill4");
MonkeyAnim.Play("MonkeySpin");
if (state >= 1f || state <= -1f)
{
double beat = caller.startBeat + caller.timer;
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/mandrill1", beat),// temp should be miss
new MultiSound.Sound("holeInOne/hole2", beat + 1f)// temp should be splash
});
MonkeyAnim.Play("MonkeySpin");
}
else
{
double beat = caller.startBeat + caller.timer;
int randomSuccess = UnityEngine.Random.Range(1,5);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/mandrill4", beat),
new MultiSound.Sound((isWhale) ? "holeInOne/whale" : ("holeInOne/hole" + randomSuccess), beat + 2f)
});
MonkeyAnim.Play("MonkeySpin");
}
}
@ -139,14 +192,27 @@ namespace HeavenStudio.Games
public void MonkeySuccess(PlayerActionEvent caller, float state)
{
double beat = caller.timer;
int randomSuccess = UnityEngine.Random.Range(1,5);
if (state >= 1f || state <= -1f)
{
double beat = caller.startBeat + caller.timer;
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/monkey3", beat),
new MultiSound.Sound("holeInOne/hole" + randomSuccess, beat + 2f)
});
MonkeyAnim.Play("MonkeySpin");
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/mandrill1", beat),// temp should be miss
new MultiSound.Sound("holeInOne/hole2", beat + 1f)// temp should be splash
});
MonkeyAnim.Play("MonkeySpin");
}
else
{
double beat = caller.startBeat + caller.timer;
int randomSuccess = UnityEngine.Random.Range(1,5);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("holeInOne/monkey3", beat),
new MultiSound.Sound((isWhale) ? "holeInOne/whale" : ("holeInOne/hole" + randomSuccess), beat + 2f)
});
MonkeyAnim.Play("MonkeySpin");
}
}
public void MonkeyMiss(PlayerActionEvent caller)
@ -155,9 +221,8 @@ namespace HeavenStudio.Games
MonkeyAnim.Play("MonkeySpin");
}
public void Whiff(PlayerActionEvent caller)
public void Nothing(PlayerActionEvent caller)
{
MonkeyAnim.Play("MonkeyBop");
}
}
}

View file

@ -17,6 +17,7 @@ MonoBehaviour:
DenseViewWidthThreshold: 512
_disableAutoReloadInBackground: 0
ImportedScriptPaths:
- Assets/Scripts/Games/FanClub/NtrIdolFan.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/BoolChartPropertyPrefab.cs
- Assets/Scripts/Games/AirRally/AirRally.cs