even more more stuff
holy shit i did a lot lmao
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--- !u!222 &1154875945
|
||||
|
|
|
@ -86,6 +86,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_ChargingChicken;
|
||||
public class ChargingChicken : Minigame
|
||||
{
|
||||
//definitions
|
||||
|
@ -99,6 +100,7 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] TMP_Text yardsText;
|
||||
[SerializeField] TMP_Text bubbleText;
|
||||
[SerializeField] GameObject countBubble;
|
||||
[SerializeField] Island IslandBase;
|
||||
[SerializeField] Material chickenColors;
|
||||
[SerializeField] SpriteRenderer headlightColor;
|
||||
|
||||
|
@ -122,6 +124,12 @@ namespace HeavenStudio.Games
|
|||
|
||||
float seaPos = 0;
|
||||
|
||||
Island nextIsland;
|
||||
Island currentIsland;
|
||||
|
||||
double platformDistanceConstant = 5.35;
|
||||
int platformsPerBeat = 4;
|
||||
|
||||
public enum DrumLoopList
|
||||
{
|
||||
None,
|
||||
|
@ -356,7 +364,7 @@ namespace HeavenStudio.Games
|
|||
if (isInputting)
|
||||
//if the player was doing well
|
||||
{
|
||||
SoundByte.PlayOneShotGame("chargingChicken/blastoff"); ChickenAnim.DoScaledAnimationAsync("Ride", 0.5f); //TO DO: replace with proper takeoff function
|
||||
SoundByte.PlayOneShotGame("chargingChicken/blastoff"); ChickenAnim.DoScaledAnimationAsync("Ride", 0.5f); currentIsland.BlastoffAnimation(); //TO DO: replace with proper takeoff function
|
||||
|
||||
//erase text
|
||||
yardsText.text = "";
|
||||
|
@ -385,6 +393,8 @@ namespace HeavenStudio.Games
|
|||
colorTo = defaultBGColor;
|
||||
colorFrom2 = defaultBGColorBottom;
|
||||
colorTo2 = defaultBGColorBottom;
|
||||
|
||||
nextIsland = Instantiate(IslandBase, transform).GetComponent<Island>();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -410,11 +420,23 @@ namespace HeavenStudio.Games
|
|||
double length = Math.Ceiling(actualLength);
|
||||
if (length < 2) length = 2;
|
||||
|
||||
//hose animation
|
||||
nextIsland.ChargerArmCountIn(beat);
|
||||
var hoseActions = new List<BeatAction.Action>();
|
||||
for (int i = 1; i < length; i++ )
|
||||
hoseActions.Add(new(beat + i, delegate {
|
||||
PumpBeat();
|
||||
}));
|
||||
BeatAction.New(GameManager.instance, hoseActions);
|
||||
|
||||
//TO DO: GET RID OF THIS THIS IS JUST FOR DEMO PURPOSES, IT PLAYS THE LITTLE "COLLAPSE" NOISE BUT IT NEEDS TO BE REPLACED WITH A PROPER DISTANCE CHECK
|
||||
BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + (length * 2) - 1, delegate {
|
||||
SoundByte.PlayOneShotGame("chargingChicken/complete");
|
||||
nextIsland.isMoving = false;
|
||||
currentIsland.isMoving = false;
|
||||
nextIsland.BigLandmass.SetActive(false);
|
||||
}),
|
||||
});
|
||||
|
||||
|
@ -434,9 +456,10 @@ namespace HeavenStudio.Games
|
|||
yardsText.text = $"<color=yellow>{yardsTextLength}</color> yards to the goal.";
|
||||
}));
|
||||
|
||||
//chicken ducks into the car window
|
||||
//chicken ducks into the car window and the next island is spawned
|
||||
actions.Add(new(beat - 1, delegate {
|
||||
ChickenAnim.DoScaledAnimationAsync("Prepare", 0.5f);
|
||||
SpawnJourney(beat - 4, yardsTextLength - 1);
|
||||
}));
|
||||
|
||||
//spawns the countdown bubble
|
||||
|
@ -476,8 +499,11 @@ namespace HeavenStudio.Games
|
|||
SoundByte.PlayOneShotGame("chargingChicken/kick");
|
||||
SoundByte.PlayOneShotGame("chargingChicken/hihat");
|
||||
|
||||
//animation
|
||||
//chicken animation
|
||||
ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f);
|
||||
|
||||
//hose animation
|
||||
currentIsland.ChargingAnimation();
|
||||
}
|
||||
|
||||
public void StartChargingMiss(PlayerActionEvent caller)
|
||||
|
@ -506,6 +532,12 @@ namespace HeavenStudio.Games
|
|||
|
||||
//despawn the counting bubble
|
||||
countBubble.SetActive(false);
|
||||
|
||||
//hose animation
|
||||
currentIsland.BlastoffAnimation();
|
||||
|
||||
//logic and movement
|
||||
BlastOff(state);
|
||||
}
|
||||
|
||||
public void EndChargingMiss(PlayerActionEvent caller)
|
||||
|
@ -554,6 +586,37 @@ namespace HeavenStudio.Games
|
|||
if (isInputting) SoundByte.PlayOneShotGame(whichDrum, volume: drumVolume);
|
||||
}
|
||||
|
||||
public void PumpBeat()
|
||||
{
|
||||
if (isInputting) currentIsland.ChargingAnimation();
|
||||
}
|
||||
|
||||
public void SpawnJourney(double beat, double length)
|
||||
{
|
||||
Destroy(currentIsland);
|
||||
currentIsland = nextIsland;
|
||||
nextIsland = Instantiate(IslandBase, transform).GetComponent<Island>();
|
||||
|
||||
nextIsland.transform.localPosition = new Vector3((float)(length * platformDistanceConstant * platformsPerBeat), 0, 0);
|
||||
nextIsland.BigLandmass.SetActive(true);
|
||||
|
||||
nextIsland.journeyStart = length * platformDistanceConstant * platformsPerBeat;
|
||||
nextIsland.journeyEnd = 0;
|
||||
nextIsland.journeyBlastOffTime = beat;
|
||||
nextIsland.journeyLength = length;
|
||||
|
||||
currentIsland.journeyStart = 0;
|
||||
currentIsland.journeyEnd = -length * platformDistanceConstant * platformsPerBeat;
|
||||
currentIsland.journeyBlastOffTime = beat;
|
||||
currentIsland.journeyLength = length;
|
||||
}
|
||||
|
||||
public void BlastOff(float state)
|
||||
{
|
||||
nextIsland.isMoving = true;
|
||||
currentIsland.isMoving = true;
|
||||
}
|
||||
|
||||
#region ColorShit
|
||||
|
||||
public void ChangeColor(double beat, float length, Color color1, Color color2, Color color3, Color color4, int ease)
|
||||
|
|
68
Assets/Scripts/Games/ChargingChicken/Island.cs
Normal file
68
Assets/Scripts/Games/ChargingChicken/Island.cs
Normal file
|
@ -0,0 +1,68 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_ChargingChicken
|
||||
{
|
||||
public class Island : MonoBehaviour
|
||||
{
|
||||
//definitions
|
||||
#region Definitions
|
||||
|
||||
[SerializeField] public Animator ChargerAnim;
|
||||
[SerializeField] public Transform IslandPos;
|
||||
[SerializeField] public GameObject BigLandmass;
|
||||
|
||||
[NonSerialized]public double journeyStart = 0;
|
||||
[NonSerialized]public double journeyEnd = 0;
|
||||
[NonSerialized]public double journeyBlastOffTime = 0;
|
||||
[NonSerialized]public double journeyLength = 0;
|
||||
[NonSerialized]public bool isMoving = false;
|
||||
|
||||
#endregion
|
||||
|
||||
//global methods
|
||||
#region Global Methods
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (isMoving)
|
||||
{
|
||||
float value = (Conductor.instance.GetPositionFromBeat(journeyBlastOffTime, journeyLength));
|
||||
float newX = Util.EasingFunction.EaseOutCubic((float)journeyStart, (float)journeyEnd, value);
|
||||
IslandPos.localPosition = new Vector3(newX, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
//island methods
|
||||
#region Island Methods
|
||||
|
||||
public void ChargerArmCountIn(double beat)
|
||||
{
|
||||
BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat - 4, delegate { this.ChargerAnim.DoScaledAnimationAsync("Prep1", 0.5f); }),
|
||||
new BeatAction.Action(beat - 3, delegate { this.ChargerAnim.DoScaledAnimationAsync("Prep2", 0.5f); }),
|
||||
new BeatAction.Action(beat - 2, delegate { this.ChargerAnim.DoScaledAnimationAsync("Prep3", 0.5f); }),
|
||||
new BeatAction.Action(beat - 1, delegate { this.ChargerAnim.DoScaledAnimationAsync("Prep4", 0.5f); }),
|
||||
});
|
||||
}
|
||||
|
||||
public void ChargingAnimation()
|
||||
{
|
||||
ChargerAnim.DoScaledAnimationAsync("Pump", 0.5f);
|
||||
}
|
||||
|
||||
public void BlastoffAnimation()
|
||||
{
|
||||
ChargerAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/ChargingChicken/Island.cs.meta
Normal file
11
Assets/Scripts/Games/ChargingChicken/Island.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8cc41406ad4d31c44824b282be27b1b1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -18,5 +18,6 @@ MonoBehaviour:
|
|||
_disableAutoReloadInBackground: 0
|
||||
ImportedScriptPaths:
|
||||
- Assets/Scripts/Games/ChargingChicken/ChargingChicken.cs
|
||||
- Assets/Scripts/Games/ChargingChicken/Island.cs
|
||||
PathsToSkipImportEvent: []
|
||||
PathsToIgnoreOverwriteSettingOnAttribute: []
|
||||
|
|
Loading…
Reference in a new issue