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|
||||
y: 1354
|
||||
width: 143
|
||||
x: 404
|
||||
y: 1350
|
||||
width: 152
|
||||
height: 127
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
|
@ -255,12 +255,12 @@ TextureImporter:
|
|||
name: Thing Top
|
||||
rect:
|
||||
serializedVersion: 2
|
||||
x: 742
|
||||
x: 740
|
||||
y: 1350
|
||||
width: 143
|
||||
width: 152
|
||||
height: 127
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
|
@ -286,6 +286,9 @@ TextureImporter:
|
|||
A Button Thing: -1195577708
|
||||
A Button Thing Top: -696068414
|
||||
Ball: -90921525
|
||||
Bouncy Road_0: -889360013
|
||||
Bouncy Road_1: -1546852772
|
||||
Bouncy Road_2: -340609972
|
||||
D-Pad Thing: 1750167488
|
||||
D-Pad Thing Top: -2107092334
|
||||
Gradient (Prolly will be replaced): -2010126057
|
||||
|
|
|
@ -20,6 +20,12 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
return new Minigame("bouncyRoad", "Bouncy Road", "0296FF", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("ball", "Ball")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; BouncyRoad.instance.SpawnBall(e.beat, e.length); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
},
|
||||
}
|
||||
);
|
||||
}
|
||||
|
@ -28,8 +34,84 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
|
||||
public class BouncyRoad : Minigame
|
||||
{
|
||||
public static BouncyRoad instance;
|
||||
[SerializeField] Animator[] Things;
|
||||
|
||||
const int IALeft = 0;
|
||||
const int IARight = 1;
|
||||
|
||||
protected static bool IA_PadLeft(out double dt)
|
||||
{
|
||||
return PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
|
||||
}
|
||||
protected static bool IA_TouchLeft(out double dt)
|
||||
{
|
||||
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt);
|
||||
}
|
||||
|
||||
protected static bool IA_PadRight(out double dt)
|
||||
{
|
||||
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
|
||||
}
|
||||
protected static bool IA_TouchRight(out double dt)
|
||||
{
|
||||
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt);
|
||||
}
|
||||
|
||||
public static PlayerInput.InputAction InputAction_Left =
|
||||
new("AgbBouncyLeft", new int[] { IALeft, IALeft, IALeft },
|
||||
IA_PadLeft, IA_TouchLeft, IA_BatonBasicPress);
|
||||
|
||||
public static PlayerInput.InputAction InputAction_Right =
|
||||
new("AgbBouncyRight", new int[] { IARight, IARight, IAEmptyCat },
|
||||
IA_PadRight, IA_TouchRight, IA_Empty);
|
||||
|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (!cond.isPlaying || cond.isPaused) return;
|
||||
|
||||
if (PlayerInput.GetIsAction(InputAction_Right) && !IsExpectingInputNow(InputAction_Right))
|
||||
{
|
||||
Things[12].Play("podium", 0, 0);
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_Left) && !IsExpectingInputNow(InputAction_Left))
|
||||
{
|
||||
Things[13].Play("podium", 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnBall(double beat, double length)
|
||||
{
|
||||
var sounds = new List<MultiSound.Sound>();
|
||||
for (int i = 0; i < 12 ; i++)
|
||||
{
|
||||
sounds.Add(new MultiSound.Sound("bouncyRoad/ballBounce", beat + i * length));
|
||||
}
|
||||
sounds.Add(new MultiSound.Sound("bouncyRoad/ballRight", beat + 12 * length));
|
||||
sounds.Add(new MultiSound.Sound("bouncyRoad/ballLeft", beat + 13 * length));
|
||||
sounds.Add(new MultiSound.Sound("bouncyRoad/goal", beat + 14 * length));
|
||||
MultiSound.Play(sounds.ToArray());
|
||||
|
||||
var actions = new List<BeatAction.Action>();
|
||||
for (int i = 0; i < 15 ; i++)
|
||||
{
|
||||
int currentItr = i;
|
||||
actions.Add(new BeatAction.Action(beat + i * length, delegate {
|
||||
Things[currentItr].Play("podium", 0, 0);
|
||||
}));
|
||||
}
|
||||
BeatAction.New(instance, actions);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -63,6 +63,16 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader AgbBonOdoriLoader failed!");
|
||||
}
|
||||
|
||||
game = AgbBouncyRoadLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader AgbBouncyRoadLoader failed!");
|
||||
}
|
||||
|
||||
game = NtrFlickLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue