33253e3c27
* meat grinder prefab + sprite cutting/naming done + icon
title :)
* Boss Bop, Miss, & Signal Anims
can you read
* Boss Call Anim
self-explanatory
* fix the z axis + new sprite
still working on getting those bops working. they're a bit weird (not the anim itself)
* Restored Meat Grinder Animations
i have no idea what just happened with github but the animations are back
* All Tack Animations Complete
just missing the meat anims
* Literally two lines changed
skull emoji (forgot to set the light meat for the miss anim to inactive by default)
* Meat Grinder Anims (should be) Done
Added the Meat Hit anims
* goodnight
* bopping every beat
* tons of sfx
* meat calls with their corresponding sfx/animations have been added
* prefunctions...
* inputs + sfx + prefunction
making swift progress here :)
* little commit
more cues and animation stuff so that i can have new animations
* Meat Toss Anims
also fixed up some of tack's hit anims to make the smear more consistent
* night night
* moved all the meat stuff to a new script
-this should help with instantiating the meat
* animations are a bit more comprehensive
* man, barelies are way easier than i thought they were gonna be
* instantiating works now
committing to work on my pc instead of my laptop
but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do...
* Boss Animation Tweaks
Adjusted Boss' bop and miss animations
* woohoo animation!
hi sean this is for u. tell me anything to tweak :)
* Quick Meat Toss Anim Fix
Prevents meat from playing the toss animation twice
* meat hit animation works!
sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that
also just general improvements + framework for different meats
* it's done! or at least out of wip!
* you can select which meat type is tossed (defaults to random)
* ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.)
* overall just optimized code
* removed WIP from game name
* a few touch-ups
* change all sfx to ogg
-also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue
* fixed boss not bopping a beat after a signal
-a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be)
* i have stashed changes :P
* new bg + remove references
title
* boss weird bopping fixed + game switches fixed
* final touch-ups
* random things just broke
* for whatever reason animation controller for boss got reverted, breaking an animation
* and we forgot to merge two spritesheets instead of just replacing one with the other. oops
* sfx volume lowerd
* ok cool commit time
* added superscroll (MADE BY STARPELLY)
* fixed dog ninja backwards compatibility
* fixed meat grinder's startinterval need
* added d pad controls to dog ninja and meat grinder
* oops forgot to add dpad for dog ninja
* remove d-pad from meat grinder 😢
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
418 lines
13 KiB
C#
418 lines
13 KiB
C#
using DG.Tweening;
|
|
using HeavenStudio.Util;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
public static class CtrCatchLoader
|
|
{
|
|
// minigame menu items
|
|
public static Minigame AddGame(EventCaller eventCaller)
|
|
{
|
|
return new Minigame("catchyTune", "Catchy Tune", "f2f2f2", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("orange", "Orange")
|
|
{
|
|
defaultLength = 4f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("side", CatchyTune.Side.Left, "Side", "The side the orange falls down"),
|
|
new Param("smile", false, "Smile", "If the characters smile with the heart message after catching"),
|
|
new Param("endSmile", new EntityTypes.Float(2, 100), "End Smile Beat", "How many beats after the catch should the smile end?")
|
|
},
|
|
preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false, e["endSmile"]); },
|
|
},
|
|
|
|
new GameAction("pineapple", "Pineapple")
|
|
{
|
|
defaultLength = 8f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("side", CatchyTune.Side.Left, "Side", "The side the pineapple falls down"),
|
|
new Param("smile", false, "Smile", "If the characters smile with the heart message after catching"),
|
|
new Param("endSmile", new EntityTypes.Float(2, 100), "End Smile Beat", "How many beats after the catch should the smile end?")
|
|
},
|
|
preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true, e["endSmile"]); },
|
|
},
|
|
|
|
new GameAction("bop", "Bop")
|
|
{
|
|
function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("bop", CatchyTune.WhoBops.Both, "Bop", "Should Plalin and Alalin bop?"),
|
|
new Param("bopAuto", CatchyTune.WhoBops.None, "Bop", "Should Plalin and Alalin auto bop?"),
|
|
},
|
|
},
|
|
new GameAction("background", "Background")
|
|
{
|
|
function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.changeBG(e["BG"]); },
|
|
defaultLength = 0.5f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("BG", CatchyTune.Background.Long, "BG", "The background to change to")
|
|
},
|
|
}
|
|
},
|
|
new List<string>() {"ctr", "normal"},
|
|
"ctrcatchy",
|
|
"en",
|
|
new List<string>(){}
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
using Scripts_CatchyTune;
|
|
public class CatchyTune : Minigame
|
|
{
|
|
|
|
public enum Side
|
|
{
|
|
Left,
|
|
Right,
|
|
Both
|
|
}
|
|
|
|
public enum WhoBops
|
|
{
|
|
Alalin,
|
|
Plalin,
|
|
Both,
|
|
None
|
|
}
|
|
|
|
public enum Background
|
|
{
|
|
Short,
|
|
Long
|
|
}
|
|
|
|
|
|
[Header("Animators")]
|
|
public Animator plalinAnim; // Left d-pad
|
|
public Animator alalinAnim; // right A button
|
|
|
|
[Header("References")]
|
|
public GameObject orangeBase;
|
|
public GameObject pineappleBase;
|
|
public Transform fruitHolder;
|
|
public GameObject heartMessage;
|
|
|
|
public GameObject bg1;
|
|
public GameObject bg2;
|
|
|
|
// when to stop playing the catch animation
|
|
private float stopCatchLeft = 0f;
|
|
private float stopCatchRight = 0f;
|
|
|
|
private float startSmile = 0f;
|
|
private float stopSmile = 0f;
|
|
|
|
private bool bopLeft = true;
|
|
private bool bopRight = true;
|
|
public GameEvent bop = new GameEvent();
|
|
|
|
public static CatchyTune instance;
|
|
static List<QueuedFruit> queuedFruits = new List<QueuedFruit>();
|
|
struct QueuedFruit
|
|
{
|
|
public float beat;
|
|
public int side;
|
|
public bool smile;
|
|
public bool isPineapple;
|
|
public float endSmile;
|
|
}
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
}
|
|
|
|
const float orangeoffset = 0.5f;
|
|
const float pineappleoffset = 0.5f;
|
|
|
|
private void Update()
|
|
{
|
|
Conductor cond = Conductor.instance;
|
|
|
|
if (cond.isPlaying && !cond.isPaused)
|
|
{
|
|
if (queuedFruits.Count > 0)
|
|
{
|
|
foreach (var fruit in queuedFruits)
|
|
{
|
|
DropFruit(fruit.beat, fruit.side, fruit.smile, fruit.isPineapple, fruit.endSmile);
|
|
}
|
|
queuedFruits.Clear();
|
|
}
|
|
|
|
// print(stopCatchLeft + " " + stopCatchRight);
|
|
// print("current beat: " + conductor.songPositionInBeats);
|
|
if (stopCatchLeft > 0 && stopCatchLeft <= cond.songPositionInBeats)
|
|
{
|
|
plalinAnim.Play("idle", 0, 0);
|
|
stopCatchLeft = 0;
|
|
}
|
|
|
|
if (stopCatchRight > 0 && stopCatchRight <= cond.songPositionInBeats)
|
|
{
|
|
alalinAnim.Play("idle", 0, 0);
|
|
stopCatchRight = 0;
|
|
}
|
|
|
|
if (startSmile > 0 && startSmile <= cond.songPositionInBeats)
|
|
{
|
|
//print("smile start");
|
|
plalinAnim.Play("smile", 1, 0);
|
|
alalinAnim.Play("smile", 1, 0);
|
|
startSmile = 0;
|
|
heartMessage.SetActive(true);
|
|
}
|
|
|
|
if (stopSmile > 0 && stopSmile <= cond.songPositionInBeats)
|
|
{
|
|
//print("smile stop");
|
|
plalinAnim.Play("stopsmile", 1, 0);
|
|
alalinAnim.Play("stopsmile", 1, 0);
|
|
stopSmile = 0;
|
|
heartMessage.SetActive(false);
|
|
}
|
|
|
|
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
|
{
|
|
if (bopLeft && stopCatchLeft == 0)
|
|
{
|
|
plalinAnim.Play("bop", 0, 0);
|
|
}
|
|
|
|
if (bopRight && stopCatchRight == 0)
|
|
{
|
|
alalinAnim.Play("bop", 0, 0);
|
|
}
|
|
}
|
|
|
|
if (!IsExpectingInputNow())
|
|
{
|
|
if (PlayerInput.GetAnyDirectionDown())
|
|
{
|
|
catchWhiff(false);
|
|
}
|
|
if (PlayerInput.Pressed())
|
|
{
|
|
catchWhiff(true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void DropFruit(float beat, int side, bool smile, bool isPineapple, float endSmile)
|
|
{
|
|
var objectToSpawn = isPineapple ? pineappleBase : orangeBase;
|
|
|
|
if (side == (int)Side.Left || side == (int)Side.Both)
|
|
{
|
|
DropFruitSingle(beat, false, smile, objectToSpawn, endSmile);
|
|
}
|
|
|
|
if (side == (int)Side.Right || side == (int)Side.Both)
|
|
{
|
|
DropFruitSingle(beat, true, smile, objectToSpawn, endSmile);
|
|
}
|
|
}
|
|
|
|
//minenice: experiment to test preFunction
|
|
public static void PreDropFruit(float beat, int side, bool smile, bool isPineapple, float endSmile)
|
|
{
|
|
float spawnBeat = beat - 1f;
|
|
beat = beat - (isPineapple ? 2f : 1f);
|
|
if (GameManager.instance.currentGame == "catchyTune")
|
|
{
|
|
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(spawnBeat, delegate { if (instance != null) instance.DropFruit(beat, side, smile, isPineapple, endSmile); }),
|
|
});
|
|
}
|
|
else
|
|
{
|
|
queuedFruits.Add(new QueuedFruit()
|
|
{
|
|
beat = beat,
|
|
side = side,
|
|
smile = smile,
|
|
isPineapple = isPineapple,
|
|
endSmile = endSmile
|
|
});
|
|
}
|
|
|
|
if (side == (int)Side.Left || side == (int)Side.Both)
|
|
{
|
|
Fruit.PlaySound(beat, false, isPineapple);
|
|
}
|
|
if (side == (int)Side.Right || side == (int)Side.Both)
|
|
{
|
|
Fruit.PlaySound(beat, true, isPineapple);
|
|
}
|
|
}
|
|
|
|
public void DropFruitSingle(float beat, bool side, bool smile, GameObject objectToSpawn, float endSmile)
|
|
{
|
|
|
|
var newFruit = GameObject.Instantiate(objectToSpawn, fruitHolder);
|
|
var fruitComp = newFruit.GetComponent<Fruit>();
|
|
fruitComp.startBeat = beat;
|
|
fruitComp.side = side;
|
|
fruitComp.smile = smile;
|
|
fruitComp.endSmile = endSmile;
|
|
newFruit.SetActive(true);
|
|
}
|
|
|
|
public void Bop(float beat, float length, int whoBops, int whoBopsAuto)
|
|
{
|
|
bopLeft = whoBopsAuto == (int)WhoBops.Plalin || whoBopsAuto == (int)WhoBops.Both;
|
|
bopRight = whoBopsAuto == (int)WhoBops.Alalin || whoBopsAuto == (int)WhoBops.Both;
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i, delegate
|
|
{
|
|
BopSingle(whoBops);
|
|
})
|
|
});
|
|
}
|
|
}
|
|
|
|
void BopSingle(int whoBops)
|
|
{
|
|
switch (whoBops)
|
|
{
|
|
case (int)WhoBops.Plalin:
|
|
if (stopCatchLeft == 0)
|
|
{
|
|
plalinAnim.Play("bop", 0, 0);
|
|
}
|
|
break;
|
|
case (int)WhoBops.Alalin:
|
|
if (stopCatchRight == 0)
|
|
{
|
|
alalinAnim.Play("bop", 0, 0);
|
|
}
|
|
break;
|
|
case (int)WhoBops.Both:
|
|
if (stopCatchRight == 0)
|
|
{
|
|
alalinAnim.Play("bop", 0, 0);
|
|
}
|
|
if (stopCatchLeft == 0)
|
|
{
|
|
plalinAnim.Play("bop", 0, 0);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void changeBG(int bg)
|
|
{
|
|
if (bg == 0)
|
|
{
|
|
bg1.SetActive(true);
|
|
bg2.SetActive(false);
|
|
}
|
|
else
|
|
{
|
|
bg1.SetActive(false);
|
|
bg2.SetActive(true);
|
|
}
|
|
}
|
|
|
|
public void catchSuccess(bool side, bool isPineapple, bool smile, float beat, float endSmile)
|
|
{
|
|
string anim = isPineapple ? "catchPineapple" : "catchOrange";
|
|
|
|
if (side)
|
|
{
|
|
alalinAnim.Play(anim, 0, 0);
|
|
stopCatchRight = beat + 0.9f;
|
|
}
|
|
else
|
|
{
|
|
plalinAnim.Play(anim, 0, 0);
|
|
stopCatchLeft = beat + 0.9f;
|
|
}
|
|
|
|
if (smile)
|
|
{
|
|
startSmile = beat + 1f;
|
|
stopSmile = beat + endSmile;
|
|
}
|
|
|
|
}
|
|
|
|
public void catchMiss(bool side, bool isPineapple)
|
|
{
|
|
// not the right sound at all but need an accurate rip
|
|
Jukebox.PlayOneShotGame("catchyTune/fruitThrough");
|
|
|
|
float beat = Conductor.instance.songPositionInBeats;
|
|
|
|
string fruitType = isPineapple ? "Pineapple" : "Orange";
|
|
|
|
if (side)
|
|
{
|
|
alalinAnim.Play("miss" + fruitType, 0, 0);
|
|
stopCatchRight = beat + 0.7f;
|
|
}
|
|
else
|
|
{
|
|
plalinAnim.Play("miss" + fruitType, 0, 0);
|
|
stopCatchLeft = beat + 0.7f;
|
|
}
|
|
}
|
|
|
|
public void catchWhiff(bool side)
|
|
{
|
|
Jukebox.PlayOneShotGame("catchyTune/whiff");
|
|
whiffAnim(side);
|
|
}
|
|
|
|
public void catchBarely(bool side)
|
|
{
|
|
if (side)
|
|
{
|
|
Jukebox.PlayOneShotGame("catchyTune/barely right");
|
|
}
|
|
else
|
|
{
|
|
Jukebox.PlayOneShotGame("catchyTune/barely left");
|
|
}
|
|
|
|
whiffAnim(side);
|
|
}
|
|
|
|
public void whiffAnim(bool side)
|
|
{
|
|
float beat = Conductor.instance.songPositionInBeats;
|
|
|
|
if (side)
|
|
{
|
|
alalinAnim.Play("whiff", 0, 0);
|
|
stopCatchRight = beat + 0.5f;
|
|
}
|
|
else
|
|
{
|
|
plalinAnim.Play("whiff", 0, 0);
|
|
stopCatchLeft = beat + 0.5f;
|
|
}
|
|
}
|
|
}
|
|
}
|