temp icon w/ mask + bezier curves!!

the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for  what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object.
This commit is contained in:
AstrlJelly 2023-01-19 17:22:22 -05:00
parent 56e642563f
commit e4cd0b1247
7 changed files with 817 additions and 24 deletions

View file

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@ -1,3 +1,4 @@
using NaughtyBezierCurves;
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
@ -11,19 +12,19 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("dogNinja", "Dog Ninja \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "0058CE", false, false, new List<GameAction>()
{
new GameAction("item", "Throw Object")
new GameAction("ThrowObject", "Throw Object")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.item(e.beat, e["type"]); },
function = delegate { DogNinja.instance.ThrowObject(eventCaller.currentEntity.beat); },
defaultLength = 2,
},
new GameAction("cutEverything", "Cut Everything!")
new GameAction("CutEverything", "Cut Everything!")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.cutEverything(e.beat, e["type"]); },
defaultLength = 1,
function = delegate { DogNinja.instance.CutEverything(eventCaller.currentEntity.beat); },
defaultLength = 0.5f,
},
new GameAction("hereWeGo", "Here We Go!")
new GameAction("HereWeGo", "Here We Go!")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.sfx(e.beat, e["type"]); },
function = delegate { DogNinja.instance.HWG(eventCaller.currentEntity.beat); },
defaultLength = 2,
},
});
@ -38,6 +39,19 @@ namespace HeavenStudio.Games
public class DogNinja : Minigame
{
public static DogNinja instance;
public enum Object
{
Apple,
Bone,
Broc,
Carrot,
Cucumber,
Pan,
Pepper,
Potato,
Tire,
}
private void Awake()
{
@ -50,17 +64,17 @@ namespace HeavenStudio.Games
if (applause) Jukebox.PlayOneShot("applause");
}
public void item(float beat, int type)
public void ThrowObject(float beat)
{
}
public void CutEverything(float beat)
{
}
public void cutEverything(float beat, int type)
{
}
public void sfx(float beat, int type)
public void HWG(float beat)
{
}

View file

@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
@ -8,16 +10,93 @@ namespace HeavenStudio.Games.Scripts_DogNinja
{
public class Object : PlayerActionObject
{
// Start is called before the first frame update
void Awake()
const float rotSpeed = 360f;
public bool isCake;
public float startBeat;
bool flying = true;
float flyBeats;
[NonSerialized] public BezierCurve3D curve;
private DogNinja game;
private void Awake()
{
game = DogNinja.instance;
}
// Update is called once per frame
void Update()
private void Start()
{
//flyBeats = isCake ? 3f : 2f;
game.ScheduleInput(startBeat, flyBeats, InputType.DIRECTION_DOWN, Just, Out, Out);
}
private void Update()
{
if (flying)
{
var cond = Conductor.instance;
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
//flyPos *= isCake ? 0.75f : 0.6f;
transform.position = curve.GetPoint(flyPos);
if (flyPos > 1f)
{
GameObject.Destroy(gameObject);
return;
}
float rot = isCake ? rotSpeed : -rotSpeed;
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
}
}
void CutObject()
{
flying = false;
//game.headAndBodyAnim.Play("BiteR", 0, 0);
//Jukebox.PlayOneShotGame("blueBear/chompDonut");
//SpawnCrumbs();
GameObject.Destroy(gameObject);
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
if (isCake)
{
//game.headAndBodyAnim.Play("BiteL", 0, 0);
}
else
{
//game.headAndBodyAnim.Play("BiteR", 0, 0);
}
return;
}
CutObject();
}
private void Miss(PlayerActionEvent caller) {}
private void Out(PlayerActionEvent caller) {}
/* void SpawnHalves()
{
var HalvesGO = GameObject.Instantiate(game.HalvesBase, game.HalvesHolder);
HalvesGO.SetActive(true);
HalvesGO.transform.position = transform.position;
var ps = HalvesGO.GetComponent<ParticleSystem>();
var main = ps.main;
var newGradient = new ParticleSystem.MinMaxGradient();
newGradient.mode = ParticleSystemGradientMode.RandomColor;
main.startColor = newGradient;
ps.Play();
} */
}
}
}