a bunch more stuff
idk i'm tired again, i really doubt this will even be read by anybody btw if you're reading this, type "charging chicken should be replaced with a piece of pizza" and ping me in the HS discord server
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m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _ParallaxMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
- _BumpScale: 1
|
||||
- _ColorMask: 15
|
||||
- _Cutoff: 0.5
|
||||
- _DetailNormalMapScale: 1
|
||||
- _DstBlend: 0
|
||||
- _GlossMapScale: 1
|
||||
- _Glossiness: 0.5
|
||||
- _GlossyReflections: 1
|
||||
- _Metallic: 0
|
||||
- _Mode: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _Parallax: 0.02
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _Stencil: 0
|
||||
- _StencilComp: 8
|
||||
- _StencilOp: 0
|
||||
- _StencilReadMask: 255
|
||||
- _StencilWriteMask: 255
|
||||
- _UVSec: 0
|
||||
- _UseUIAlphaClip: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _AddColor: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _Color: {r: 0.8, g: 0.8, b: 0.8, a: 1}
|
||||
- _ColorAlpha: {r: 1, g: 0, b: 0, a: 1}
|
||||
- _ColorBravo: {r: 0, g: 1, b: 0, a: 1}
|
||||
- _ColorDelta: {r: 0, g: 0, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_BuildTextureStacks: []
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: acc543038ca31514fa57524efa7642f9
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -26851,7 +26851,7 @@ MonoBehaviour:
|
|||
m_HandleRect: {fileID: 1589389271}
|
||||
m_Direction: 2
|
||||
m_Value: 1
|
||||
m_Size: 1
|
||||
m_Size: 0.989037
|
||||
m_NumberOfSteps: 0
|
||||
m_OnValueChanged:
|
||||
m_PersistentCalls:
|
||||
|
@ -32707,7 +32707,7 @@ RectTransform:
|
|||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0.5}
|
||||
m_AnchorMax: {x: 1, y: 0.5}
|
||||
m_AnchoredPosition: {x: 0, y: 101.50947}
|
||||
m_AnchoredPosition: {x: 0, y: 101.456116}
|
||||
m_SizeDelta: {x: 0, y: 0}
|
||||
m_Pivot: {x: 0.5, y: 1}
|
||||
--- !u!222 &1154875945
|
||||
|
|
|
@ -22,13 +22,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
if (eventCaller.gameManager.minigameObj.TryGetComponent(out ChargingChicken instance)) {
|
||||
instance.ChargeUp(e.beat, e.length, e["drumbeat"]);
|
||||
instance.ChargeUp(e.beat, e.length, e["drumbeat"], e["bubble"]);
|
||||
}
|
||||
ChargingChicken.CountIn(e.beat);
|
||||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("drumbeat", ChargingChicken.DrumLoopList.Straight, "Drum Beat", "REPLACE THIS"),
|
||||
new Param("drumbeat", ChargingChicken.DrumLoopList.Straight, "Drum Beat", "Choose which drum beat to play while filling."),
|
||||
new Param("bubble", false, "Countdown Bubble", "Choose whether the counting bubble will spawn for this input."),
|
||||
},
|
||||
defaultLength = 8,
|
||||
resizable = true,
|
||||
|
@ -42,7 +43,6 @@ namespace HeavenStudio.Games.Loaders
|
|||
instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]);
|
||||
}
|
||||
},
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
|
@ -55,6 +55,26 @@ namespace HeavenStudio.Games.Loaders
|
|||
}),
|
||||
}
|
||||
},
|
||||
new GameAction("changeFgLight", "Foreground Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
if (eventCaller.gameManager.minigameObj.TryGetComponent(out ChargingChicken instance)) {
|
||||
instance.ChangeLight(e.beat, e.length, e["lightFrom"], e["lightTo"], e["headLightFrom"], e["headLightTo"], e["ease"]);
|
||||
}
|
||||
},
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("lightFrom", new EntityTypes.Float(0, 1, 1), "Scene Brightness Start", "Set the brightness of the foreground at the start of the event."),
|
||||
new Param("lightTo", new EntityTypes.Float(0, 1, 1), "Scene Brightness End", "Set the brightness of the foreground at the end of the event."),
|
||||
new Param("headLightFrom", new EntityTypes.Float(0, 1, 0), "Headlight Brightness Start", "Set the brightness of the car's headlights at the start of the event."),
|
||||
new Param("headLightTo", new EntityTypes.Float(0, 1, 0), "Headlight Brightness End", "Set the brightness of the car's headlights at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new() {
|
||||
new Param.CollapseParam((x, _) => (int)x != (int)Util.EasingFunction.Ease.Instant, new[] { "lightFrom", "headLightFrom" }),
|
||||
}),
|
||||
}
|
||||
},
|
||||
},
|
||||
new List<string>() { "ctr", "aim" },
|
||||
"ctrChargingChicken", "en",
|
||||
|
@ -74,17 +94,31 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] SpriteRenderer gradient;
|
||||
[SerializeField] SpriteRenderer bgLow;
|
||||
[SerializeField] SpriteRenderer bgHigh;
|
||||
[SerializeField] Animator ChickenAnim;
|
||||
[SerializeField] Transform sea;
|
||||
[SerializeField] TMP_Text yardsText;
|
||||
[SerializeField] TMP_Text bubbleText;
|
||||
[SerializeField] GameObject countBubble;
|
||||
[SerializeField] Material chickenColors;
|
||||
[SerializeField] SpriteRenderer headlightColor;
|
||||
|
||||
bool isInputting = false;
|
||||
|
||||
double bgColorStartBeat = -1;
|
||||
float bgColorLength = 0;
|
||||
double fgLightStartBeat = -1;
|
||||
float fgLightLength = 0;
|
||||
Util.EasingFunction.Ease lastEase;
|
||||
Color colorFrom;
|
||||
Color colorTo;
|
||||
Color colorFrom2;
|
||||
Color colorTo2;
|
||||
float lightFrom = 1;
|
||||
float lightTo = 1;
|
||||
float lightFrom2 = 0;
|
||||
float lightTo2 = 0;
|
||||
|
||||
double bubbleEndCount = 0;
|
||||
|
||||
float seaPos = 0;
|
||||
|
||||
|
@ -305,7 +339,10 @@ namespace HeavenStudio.Games
|
|||
public void Update()
|
||||
{
|
||||
//update background color
|
||||
BackgroundColorUpdate(Conductor.instance);
|
||||
AllColorsUpdate(Conductor.instance);
|
||||
|
||||
//update counting bubble
|
||||
bubbleText.text = ($"{Math.Ceiling(bubbleEndCount - Conductor.instance.songPositionInBeatsAsDouble)}");
|
||||
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||
//player whiffs (press)
|
||||
|
@ -319,7 +356,13 @@ namespace HeavenStudio.Games
|
|||
if (isInputting)
|
||||
//if the player was doing well
|
||||
{
|
||||
SoundByte.PlayOneShotGame("chargingChicken/blastoff"); //TO DO: replace with proper takeoff function
|
||||
SoundByte.PlayOneShotGame("chargingChicken/blastoff"); ChickenAnim.DoScaledAnimationAsync("Ride", 0.5f); //TO DO: replace with proper takeoff function
|
||||
|
||||
//erase text
|
||||
yardsText.text = "";
|
||||
|
||||
//despawn the counting bubble
|
||||
countBubble.SetActive(false);
|
||||
}
|
||||
|
||||
isInputting = false; //stops the drums
|
||||
|
@ -361,8 +404,12 @@ namespace HeavenStudio.Games
|
|||
}, forcePlay: true);
|
||||
}
|
||||
|
||||
public void ChargeUp(double beat, double length, int whichDrum) //TO DO: make this inactive
|
||||
public void ChargeUp(double beat, double actualLength, int whichDrum, bool bubble = false) //TO DO: make this inactive
|
||||
{
|
||||
//convert length to an integer, which is at least 2
|
||||
double length = Math.Ceiling(actualLength);
|
||||
if (length < 2) length = 2;
|
||||
|
||||
//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>()
|
||||
{
|
||||
|
@ -371,31 +418,55 @@ namespace HeavenStudio.Games
|
|||
}),
|
||||
});
|
||||
|
||||
//animation
|
||||
//STUFF GOES HERE
|
||||
|
||||
//input
|
||||
ScheduleInput(beat - 1, 1, InputAction_BasicPress, whichDrum == 0 ? StartChargingJust : StartChargingJustMusic, StartChargingMiss, Nothing);
|
||||
ScheduleInput(beat, length, InputAction_BasicRelease, EndChargingJust, EndChargingMiss, Nothing);
|
||||
|
||||
//set up bubble
|
||||
bubbleEndCount = beat + length;
|
||||
|
||||
//set up the big beataction
|
||||
var actions = new List<BeatAction.Action>();
|
||||
|
||||
//"X yards to goal" text
|
||||
double yardsTextLength = length;
|
||||
actions.Add(new(beat - 2, delegate {
|
||||
yardsText.text = $"<color=yellow>{yardsTextLength}</color> yards to the goal.";
|
||||
}));
|
||||
|
||||
//chicken ducks into the car window
|
||||
actions.Add(new(beat - 1, delegate {
|
||||
ChickenAnim.DoScaledAnimationAsync("Prepare", 0.5f);
|
||||
}));
|
||||
|
||||
//spawns the countdown bubble
|
||||
actions.Add(new(beat, delegate {
|
||||
countBubble.SetActive(bubble);
|
||||
}));
|
||||
|
||||
//drum loop
|
||||
while ( length >= 0 )
|
||||
{
|
||||
//create the beat action
|
||||
var actions = PlayDrumLoop(beat, whichDrum, length);
|
||||
|
||||
//execute the list of actions from PlayDrumLoop
|
||||
BeatAction.New(GameManager.instance, actions);
|
||||
//add drums to the beataction
|
||||
var drumActions = PlayDrumLoop(beat, whichDrum, length);
|
||||
actions.AddRange(drumActions);
|
||||
|
||||
//start the next drum loop
|
||||
beat += 4;
|
||||
length -= 4;
|
||||
}
|
||||
|
||||
//activate the big beat action
|
||||
BeatAction.New(GameManager.instance, actions);
|
||||
}
|
||||
|
||||
public void StartChargingJust(PlayerActionEvent caller, float state)
|
||||
{
|
||||
//sound
|
||||
isInputting = true; //starts the drums
|
||||
|
||||
//animation
|
||||
ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f);
|
||||
}
|
||||
|
||||
public void StartChargingJustMusic(PlayerActionEvent caller, float state)
|
||||
|
@ -404,12 +475,21 @@ namespace HeavenStudio.Games
|
|||
isInputting = true; //starts the drums
|
||||
SoundByte.PlayOneShotGame("chargingChicken/kick");
|
||||
SoundByte.PlayOneShotGame("chargingChicken/hihat");
|
||||
|
||||
//animation
|
||||
ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f);
|
||||
}
|
||||
|
||||
public void StartChargingMiss(PlayerActionEvent caller)
|
||||
{
|
||||
//sound
|
||||
isInputting = false; //ends the drums (just in case)
|
||||
|
||||
//erase text TO DO: make this happen later (but for now it's fine here)
|
||||
yardsText.text = "";
|
||||
|
||||
//despawn the counting bubble TO DO: make this happen later (but for now it's fine here)
|
||||
countBubble.SetActive(false);
|
||||
}
|
||||
|
||||
public void EndChargingJust(PlayerActionEvent caller, float state)
|
||||
|
@ -417,12 +497,27 @@ namespace HeavenStudio.Games
|
|||
//sound
|
||||
isInputting = false; //ends the drums
|
||||
SoundByte.PlayOneShotGame("chargingChicken/blastoff");
|
||||
|
||||
//TO DO: remove this and make it better
|
||||
ChickenAnim.DoScaledAnimationAsync("Ride", 0.5f);
|
||||
|
||||
//erase text
|
||||
yardsText.text = "";
|
||||
|
||||
//despawn the counting bubble
|
||||
countBubble.SetActive(false);
|
||||
}
|
||||
|
||||
public void EndChargingMiss(PlayerActionEvent caller)
|
||||
{
|
||||
//sound
|
||||
isInputting = false; //ends the drums
|
||||
|
||||
//erase text
|
||||
yardsText.text = "";
|
||||
|
||||
//despawn the counting bubble
|
||||
countBubble.SetActive(false);
|
||||
}
|
||||
|
||||
public void Nothing(PlayerActionEvent caller) { }
|
||||
|
@ -472,6 +567,17 @@ namespace HeavenStudio.Games
|
|||
lastEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
public void ChangeLight(double beat, float length, float light1, float light2, float light3, float light4, int ease)
|
||||
{
|
||||
fgLightStartBeat = beat;
|
||||
fgLightLength = length;
|
||||
lightFrom = light1;
|
||||
lightTo = light2;
|
||||
lightFrom2 = light3;
|
||||
lightTo2 = light4;
|
||||
lastEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("chargingChicken", new string[] { "changeBgColor" }).FindAll(x => x.beat < beat);
|
||||
|
@ -481,21 +587,40 @@ namespace HeavenStudio.Games
|
|||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
ChangeColor(lastEvent.beat, lastEvent.length, lastEvent["colorFrom"], lastEvent["colorTo"], lastEvent["colorFrom2"], lastEvent["colorTo2"], lastEvent["ease"]);
|
||||
}
|
||||
|
||||
allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("chargingChicken", new string[] { "changeFgLight" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
ChangeLight(lastEvent.beat, lastEvent.length, lastEvent["lightFrom"], lastEvent["lightTo"], lastEvent["headLightFrom"], lastEvent["headLightTo"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
private void BackgroundColorUpdate(Conductor cond)
|
||||
private void AllColorsUpdate(Conductor cond)
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength));
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
|
||||
float newColorR = func(colorFrom.r, colorTo.r, normalizedBeat);
|
||||
float newColorG = func(colorFrom.g, colorTo.g, normalizedBeat);
|
||||
float newColorB = func(colorFrom.b, colorTo.b, normalizedBeat);
|
||||
|
||||
//bg color
|
||||
float normalizedBeatBG = Mathf.Clamp01(cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength));
|
||||
float newColorR = func(colorFrom.r, colorTo.r, normalizedBeatBG);
|
||||
float newColorG = func(colorFrom.g, colorTo.g, normalizedBeatBG);
|
||||
float newColorB = func(colorFrom.b, colorTo.b, normalizedBeatBG);
|
||||
bgHigh.color = new Color(newColorR, newColorG, newColorB);
|
||||
gradient.color = new Color(newColorR, newColorG, newColorB);
|
||||
newColorR = func(colorFrom2.r, colorTo2.r, normalizedBeat);
|
||||
newColorG = func(colorFrom2.g, colorTo2.g, normalizedBeat);
|
||||
newColorB = func(colorFrom2.b, colorTo2.b, normalizedBeat);
|
||||
|
||||
newColorR = func(colorFrom2.r, colorTo2.r, normalizedBeatBG);
|
||||
newColorG = func(colorFrom2.g, colorTo2.g, normalizedBeatBG);
|
||||
newColorB = func(colorFrom2.b, colorTo2.b, normalizedBeatBG);
|
||||
bgLow.color = new Color(newColorR, newColorG, newColorB);
|
||||
|
||||
//fg light
|
||||
float normalizedBeatFG = Mathf.Clamp01(cond.GetPositionFromBeat(fgLightStartBeat, fgLightLength));
|
||||
float newLight = func(lightFrom, lightTo, normalizedBeatFG);
|
||||
chickenColors.color = new Color(newLight, newLight, newLight);
|
||||
|
||||
newLight = func(lightFrom2, lightTo2, normalizedBeatFG);
|
||||
headlightColor.color = new Color(1, 1, 1, newLight);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
|
Loading…
Reference in a new issue