even more more stuff

holy shit i did a lot lmao
This commit is contained in:
ThePurpleAnon 2024-02-22 23:58:47 -06:00
parent f929350f05
commit eb498983f6
26 changed files with 3695 additions and 31 deletions

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@ -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)

View 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
}
}

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