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.
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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)
|
||||
{
|
||||
|
||||
}
|
||||
|
|
|
@ -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();
|
||||
} */
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue