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.
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Binary file not shown.
Before Width: | Height: | Size: 9.5 KiB |
|
@ -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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|
|
8
Assets/Scripts/Games/DogNinja.meta
Normal file
8
Assets/Scripts/Games/DogNinja.meta
Normal file
|
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: dfbaa80248b02fa4287734355dc72c89
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54
Assets/Scripts/Games/DogNinja/DogNinja.cs
Normal file
54
Assets/Scripts/Games/DogNinja/DogNinja.cs
Normal file
|
@ -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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}
|
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}
|
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|
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}
|
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externalObjects: {}
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serializedVersion: 2
|
23
Assets/Scripts/Games/DogNinja/Object.cs
Normal file
23
Assets/Scripts/Games/DogNinja/Object.cs
Normal file
|
@ -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()
|
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{
|
||||
|
||||
}
|
||||
|
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// Update is called once per frame
|
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void Update()
|
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{
|
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|
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}
|
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}
|
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}
|
11
Assets/Scripts/Games/DogNinja/Object.cs.meta
Normal file
11
Assets/Scripts/Games/DogNinja/Object.cs.meta
Normal file
|
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fileFormatVersion: 2
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guid: 92e185c1cc4d5ee4fb498df0dffcd78a
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -1,36 +0,0 @@
|
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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)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
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// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
|
||||
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
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// 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)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
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// 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)
|
||||
//}
|
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}
|
|
@ -134,7 +134,7 @@ PlayerSettings:
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16:10: 1
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16:9: 1
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Others: 1
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bundleVersion: 0.0.964
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bundleVersion: 0.0.966
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preloadedAssets: []
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metroInputSource: 0
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wsaTransparentSwapchain: 0
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|
@ -155,11 +155,11 @@ PlayerSettings:
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applicationIdentifier:
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Standalone: com.Megaminerzero.HeavenStudio
|
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buildNumber:
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Standalone: 964
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Standalone: 966
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iPhone: 0
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tvOS: 0
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overrideDefaultApplicationIdentifier: 0
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AndroidBundleVersionCode: 964
|
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AndroidBundleVersionCode: 966
|
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AndroidMinSdkVersion: 19
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AndroidTargetSdkVersion: 0
|
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AndroidPreferredInstallLocation: 1
|
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|
|
Loading…
Reference in a new issue