* new sprites not done * more sprites more anim chanegs * almost done * INSANE * sheet done * its done * re-implement improved squat sprite * remove many unused assets allow games to be hidden in the editor * start animations of backup dancers * finish backup dancer animations * add effects to backup dancers' tree * add dancers to the prefab * import new sprites * backup dancers fully functional * game camera now updates in LateUpdate() * touched some anims * oops * oops 2 * add audience applause fix the mapped cellanim shaders --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
85 lines
2.4 KiB
C#
85 lines
2.4 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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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 AgbTramLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("tram&Pauline", "Tram & Pauline \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "adb5e7", true, false, new List<GameAction>()
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{
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new GameAction("curtains", "Curtains")
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{
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function = delegate { TramAndPauline.instance.Curtains(eventCaller.currentEntity.beat); },
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defaultLength = 0.5f
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},
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new GameAction("SFX", "SFX")
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{
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function = delegate { var e = eventCaller.currentEntity; TramAndPauline.instance.SFX(e.beat, e["toggle"]); },
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defaultLength = 2.5f,
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parameters = new List<Param>()
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{
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new Param("type", TramAndPauline.SoundEffects.Henge, "calls", "the sound effects to choose from"),
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}
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},
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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_TramAndPauline;
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public class TramAndPauline : Minigame
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{
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public enum CurtainState
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{
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Raised,
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Lower
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}
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public enum SoundEffects
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{
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Henge, //Shapeshift
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Henshin, //Transform
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Jump,
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Seino //One Two Three Go
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}
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public static TramAndPauline instance;
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[Header("Animators")]
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public Animator RaiseCurtains;
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public Animator LowerCurtains;
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private void Awake()
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{
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instance = this;
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}
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public void Curtains(float beat)
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{
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}
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public void SFX(float beat, bool playSound)
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{
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playSound = false;
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var sound = new[]
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{
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new MultiSound.Sound("tram&Pauline/trampoline_unused_henge", beat),
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new MultiSound.Sound("tram&Pauline/trampoline_unused_henshin", beat + 1f),
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new MultiSound.Sound("tram&Pauline/trampoline_unused_jump", beat + 2f),
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new MultiSound.Sound("tram&Pauline/trampoline_unused_senio", beat + 3f)
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};
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}
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}
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}
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