starting on dog ninja

waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does.
This commit is contained in:
AstrlJelly 2023-01-19 00:31:37 -05:00
parent c4c51c3a3e
commit f4510b7c56
17 changed files with 643 additions and 51 deletions

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@ -2,8 +2,8 @@ using System;
public static class AppInfo {
//--- AutoGenerated.begin
public const string Version = "0.0.964";
public static readonly DateTime Date = new DateTime(2023, 01, 15, 23, 58, 17, 115, DateTimeKind.Utc);
public const string Version = "0.0.966";
public static readonly DateTime Date = new DateTime(2023, 01, 18, 01, 50, 54, 502, DateTimeKind.Utc);
//--- AutoGenerated.end
}

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@ -0,0 +1,54 @@
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrDogNinjaLoader
{
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")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.item(e.beat, e["type"]); },
defaultLength = 2,
},
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_DogNinja;
public class DogNinja : Minigame
{
public static DogNinja instance;
private void Awake()
{
instance = this;
}
private void CutSound(bool applause)
{
Jukebox.PlayOneShotGame("dogNinja/cut");
if (applause) Jukebox.PlayOneShot("applause");
}
public void item(float beat, int type)
{
}
public void sprite(float beat, int type)
{
}
}
}

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DogNinja
{
public class Object : PlayerActionObject
{
// Start is called before the first frame update
void Awake()
{
}
// Update is called once per frame
void Update()
{
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 92e185c1cc4d5ee4fb498df0dffcd78a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -1,36 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class bop : StateMachineBehaviour
{
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that processes and affects root motion
//}
// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that sets up animation IK (inverse kinematics)
//}
}

View file

@ -134,7 +134,7 @@ PlayerSettings:
16:10: 1
16:9: 1
Others: 1
bundleVersion: 0.0.964
bundleVersion: 0.0.966
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0
@ -155,11 +155,11 @@ PlayerSettings:
applicationIdentifier:
Standalone: com.Megaminerzero.HeavenStudio
buildNumber:
Standalone: 964
Standalone: 966
iPhone: 0
tvOS: 0
overrideDefaultApplicationIdentifier: 0
AndroidBundleVersionCode: 964
AndroidBundleVersionCode: 966
AndroidMinSdkVersion: 19
AndroidTargetSdkVersion: 0
AndroidPreferredInstallLocation: 1