c837b11e1d
* I'm a menace to society * Made some small fixes * added missing stuff, realignment * Added Animators * Unity Shenanigans * all contestee anims * mb * Changed how the contestee is structured in the hierachy * ymf * I love quiz show * more anim implementation * anim fixes and bg upscale * oops * implemented prepare and rest * oops2 * timer * Implemented Head Animations * Added the timer * Oopsie * there we go * changed wizards waltz default length * Added explosions * Made consecutive intervals possible * Implementing counting for the contestant * The quiz host now has numbers * host anims * host anims done * Implemented all host anims and fixed some stuff * implemented more stuff * oops * anim fixes * Bug fixes woohoo! * Fixes * Fixed something !!!! * upscale and more * updated reveal answer to not remove the black on reveal of the number * new sheet2 * Added ForceExplode * They now go grey * upscale done anim stuff * smoke and explosion * Stage0 added * KABOOM * tweaks * icon and anim fixes * Added randomPresses event and prefunction to start interval * Fixed a bug with random presses and also made the sign change color * Fixed small bug * fixed a spaceball bug * New Metronome --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
142 lines
4.8 KiB
C#
142 lines
4.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using System;
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using Starpelly;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class AgbWaltzLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("wizardsWaltz", "Wizard's Waltz \n<color=#adadad>(Mahou Tsukai)</color>", "ffef9c", false, false, new List<GameAction>()
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{
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new GameAction("start interval", "Start Interval")
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{
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function = delegate { WizardsWaltz.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
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defaultLength = 6f,
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resizable = true,
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priority = 1
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},
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new GameAction("plant", "Plant")
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{
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function = delegate { WizardsWaltz.instance.SpawnFlower(eventCaller.currentEntity.beat); },
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defaultLength = 0.5f,
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},
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});
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_WizardsWaltz;
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public class WizardsWaltz : Minigame
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{
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[Header("References")]
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public Wizard wizard;
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public Girl girl;
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public GameObject plantHolder;
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public GameObject plantBase;
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public GameObject fxHolder;
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public GameObject fxBase;
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private int timer = 0;
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public float beatInterval = 4f;
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float intervalStartBeat;
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bool intervalStarted;
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public float wizardBeatOffset = 0f;
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[NonSerialized] public int plantsLeft = 0; //this variable is unused
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public static WizardsWaltz instance;
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private void Awake()
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{
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instance = this;
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wizard.Init();
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var nextStart = GameManager.instance.Beatmap.entities.Find(c => c.datamodel == "wizardsWaltz/start interval" && c.beat + c.length >= Conductor.instance.songPositionInBeats);
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if (nextStart != null)
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{
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EventCaller.instance.CallEvent(nextStart, true);
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}
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}
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private void Update()
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{
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
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{
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intervalStarted = false;
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}
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}
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private void FixedUpdate()
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{
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if (timer % 8 == 0 || UnityEngine.Random.Range(0,8) == 0)
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{
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var songPos = Conductor.instance.songPositionInBeats - wizardBeatOffset;
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var am = beatInterval / 2f;
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6 + UnityEngine.Random.Range(-0.5f, 0.5f);
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var y = Mathf.Cos(Mathf.PI * songPos / am) * 0.5f + UnityEngine.Random.Range(-0.5f, 0.5f);
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f + UnityEngine.Random.Range(-0.2f, 0.2f);
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MagicFX magic = Instantiate(fxBase, fxHolder.transform).GetComponent<MagicFX>();
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magic.transform.position = new Vector3(x, 2f + y, 0);
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magic.transform.localScale = wizard.gameObject.transform.localScale;
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magic.gameObject.SetActive(true);
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}
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timer++;
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}
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public void SetIntervalStart(float beat, float interval = 4f)
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{
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// Don't do these things if the interval was already started.
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if (!intervalStarted)
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{
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plantsLeft = 0;
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intervalStarted = true;
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}
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wizardBeatOffset = beat;
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intervalStartBeat = beat;
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beatInterval = interval;
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}
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public void SpawnFlower(float beat)
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{
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// If interval hasn't started, assume this is the first hair of the interval.
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if (!intervalStarted)
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SetIntervalStart(beat, beatInterval);
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Jukebox.PlayOneShotGame("wizardsWaltz/plant", beat);
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Plant plant = Instantiate(plantBase, plantHolder.transform).GetComponent<Plant>();
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var songPos = Conductor.instance.songPositionInBeats - wizardBeatOffset;
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var am = (beatInterval / 2f);
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
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var y = -3f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
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var xscale = scale;
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if (y > -3.5f) xscale *= -1;
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plant.transform.localPosition = new Vector3(x, y, 0);
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plant.transform.localScale = new Vector3(xscale, scale, 1);
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plant.order = (int)Math.Round((scale - 1) * 1000);
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plant.gameObject.SetActive(true);
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plant.createBeat = beat;
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plantsLeft++;
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}
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}
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} |