efa62a6db4
* Clap Trap (WIP) Adds: Unanimated upscaled rig "Clap" block "Change Background Color" block "Change Hand Colors" block Input detection Upscaled sprites and more :) * Doll Animation Start Started animation on the doll's head. oh yea also everything was misaligned oops will realign eventually * Doll Head Animations Completed all the animations for the clap trap doll, added a block to play certain animations (e.g. talking), and started animations on clapping * Right Arm Fully Animated & Usable All animations for the right arm are now complete and play properly in the game. * All Arm Animations Complete All the animations for the arms (and clap effect) are now done. * Spotlight A spotlight was added for the clap cue, can be recolored and works with stacked cues. Still kind of WIP but is fully functional. * Incoming Objects Start Sword go woosh * meow * Most clap trap objects Mostly just making this so that I can remove this from my computer to save 5 tasty gigabytes. Not abandoning this 100% but it will be a bit * Modernize Code Gotta update all the code that broke in the 9 months of this being dead * Animation Touch-Ups & Shadows Touched up all the old animations to be more accurate to the originals (inaccurate framerate, missing frames, misplaced frames). Also added all the shadows that show up on the doll when the spotlight comes on. * More Animation work and Modernized BG Event Added animations to move the whole doll on a just/missed input. Fixed bugs with the default hand object not properly playing its animations due to its names previously being changed. Modernized the BG Colors event to have the whole easing dropdown in place of the "Fade?" toggle. Combined the spotlight recoloring section of the BG Colors event with the Hand Colors event to make the Object Colors event. * New SFX rips Kievit approved * New Icons RIP old icon * Removed \n<color=#eb5454>[WIP]</color> Removed \n<color=#eb5454>[WIP]</color> --------- Co-authored-by: Roshibomb <58871286+Roshibomb@users.noreply.github.com> Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
382 lines
14 KiB
C#
382 lines
14 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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using DG.Tweening;
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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 RvlClapTrapLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("clapTrap", "Clap Trap", "FFf362B", false, false, new List<GameAction>()
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{
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new GameAction("clap", "Clap")
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{
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function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.Clap(e.beat, e.length, e["sword"], e["spotlight"]);},
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("sword", ClapTrap.ClapType.Hand, "Object", "The evil, giant object attempting to karate chop the doll."),
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//new Param("sighBeat", new EntityTypes.Float(2, 100), "Sigh Beat", "The slapper attempting to hit the doll"),
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new Param("spotlight", true, "Spotlight", "Toggle if the spotlight should appear."),
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}
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},
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new GameAction("doll animations", "Doll Animations")
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{
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function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.DollAnimations(e.beat, e["animate"]);},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("animate", ClapTrap.DollAnim.Inhale, "Animation", "The animation that the doll will play."),
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}
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},
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new GameAction("spotlight", "Force Spotlight")
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{
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function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.Spotlight(e["force"]);},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("force", true, "Force Spotlight", "Toggle if the spotlight should appear."),
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}
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},
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new GameAction("background color", "Background Colors")
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{
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function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.BackgroundColor(e["bgColor"], e["bgColorEnd"], e["ease"], e.length, e.beat); },
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defaultLength = 0.5f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bgColor", ClapTrap.defaultBgColor, "Start Color", "Set the color at the start of the event."),
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new Param("bgColorEnd", ClapTrap.defaultBgColor, "End Color", "Set the color at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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},
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},
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new GameAction("hand color", "Object Colors")
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{
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function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.ChangeHandColor(e["left"], e["right"], e["spotlightTop"], e["spotlightBottom"], e["spotlightGlow"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("left", ClapTrap.defaultLeftColor, "Left Hand", "The color for the doll's right hand."),
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new Param("right", ClapTrap.defaultRightColor, "Right Hand", "The color for the doll's left hand."),
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new Param("spotlightBottom", ClapTrap.defaultBgColor, "Spotlight Bottom", "The color for the bottom of the spotlight."),
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new Param("spotlightTop", ClapTrap.glowSpotlight, "Spotlight Top", "The color for the top of the spotlight."),
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new Param("spotlightGlow", ClapTrap.glowSpotlight, "Spotlight Glow", "The color for the glow around the spotlight.")
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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_ClapTrap;
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public class ClapTrap : Minigame
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{
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public enum ClapType
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{
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Hand,
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//Paw,
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//GreenOnion,
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//Branch,
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//Random
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}
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public enum DollAnim
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{
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Idle,
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Inhale,
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Exhale,
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Talk,
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}
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public static ClapTrap instance;
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private static Color _defaultBgColor;
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public static Color defaultBgColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFEF11", out _defaultBgColor);
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return _defaultBgColor;
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}
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}
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private static Color _defaultLeftColor;
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public static Color defaultLeftColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#10B5E7", out _defaultLeftColor);
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return _defaultLeftColor;
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}
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}
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private static Color _defaultRightColor;
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public static Color defaultRightColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#EC740F", out _defaultRightColor);
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return _defaultRightColor;
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}
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}
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private static Color _glowSpotlight;
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public static Color glowSpotlight
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFFFFF", out _glowSpotlight);
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return _glowSpotlight;
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}
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}
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[Header("Sprite Renderers")]
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[SerializeField] SpriteRenderer Background;
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[Header("Colors")]
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public SpriteRenderer bg;
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// i stole these from rhythm tweezers lol
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private double colorStartBeat = -1;
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private float colorLength = 0f;
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private Color colorStart; //obviously put to the default color of the game
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private Color colorEnd;
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private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
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Tween bgColorTween;
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public SpriteRenderer stageLeft;
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public SpriteRenderer stageRight;
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public SpriteRenderer stageLeftRim;
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public SpriteRenderer stageRightRim;
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[Header("Spotlight")]
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public GameObject spotlight;
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public Material spotlightMaterial;
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[Header("Animators")]
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public Animator doll;
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public Animator dollHead;
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public Animator dollArms;
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public Animator dollBody;
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public Animator clapEffect;
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public Animator sword;
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[Header("Sword")]
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public GameObject swordObj;
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[Header("Shadows")]
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public GameObject shadowHead;
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public GameObject shadowLeftArm;
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public GameObject shadowLeftGlove;
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public GameObject shadowLeftGloveRim;
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public GameObject shadowRightArm;
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public GameObject shadowRightGlove;
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public GameObject shadowRightGloveRim;
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[Header("Properties")]
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private bool canClap = true;
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public int currentSpotlightClaps = 0;
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private Color backgroundColor;
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private bool forceSpotlight = false;
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void Awake()
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{
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instance = this;
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spotlightMaterial.SetColor("_ColorAlpha", glowSpotlight);
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spotlightMaterial.SetColor("_ColorBravo", glowSpotlight);
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spotlightMaterial.SetColor("_ColorDelta", defaultBgColor);
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backgroundColor = defaultBgColor;
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colorStart = defaultBgColor;
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colorEnd = defaultBgColor;
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}
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private void Update()
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{
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && canClap == true && !IsExpectingInputNow(InputAction_BasicPress))
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{
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SoundByte.PlayOneShotGame($"clapTrap/clap");
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dollArms.DoScaledAnimationAsync("ArmsWhiff", 0.5f);
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clapEffect.DoScaledAnimationAsync("ClapEffect", 0.5f);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(Conductor.instance.songPositionInBeats, delegate { canClap = false; }),
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new BeatAction.Action(Conductor.instance.songPositionInBeats + 0.4, delegate { canClap = true; })
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});
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}
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if (spotlight.activeSelf && currentSpotlightClaps == 0 && forceSpotlight == false)
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{
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spotlight.SetActive(false);
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}
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shadowHead.SetActive(spotlight.activeSelf);
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shadowLeftArm.SetActive(spotlight.activeSelf);
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shadowLeftGlove.SetActive(spotlight.activeSelf);
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shadowLeftGloveRim.SetActive(spotlight.activeSelf);
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shadowRightArm.SetActive(spotlight.activeSelf);
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shadowRightGlove.SetActive(spotlight.activeSelf);
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shadowRightGloveRim.SetActive(spotlight.activeSelf);
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if (spotlight.activeSelf) { dollBody.DoScaledAnimationAsync("BodyIdleLit", 0.5f); }
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else { dollBody.DoScaledAnimationAsync("BodyIdle", 0.5f);
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BackgroundColorUpdate();
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}
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}
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private void LateUpdate()
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{
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}
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public void Clap(double beat, float length, int type, bool spotlightBool)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("clapTrap/donk", beat),
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new MultiSound.Sound("clapTrap/donk", beat + length),
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new MultiSound.Sound("clapTrap/donk", beat + length * 2f),
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new MultiSound.Sound("clapTrap/whiff", beat + length * 3.5f),
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}, forcePlay: true);
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if (spotlightBool)
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{
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currentSpotlightClaps += 1;
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spotlight.SetActive(true);
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if (bg.color != Color.black)
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{
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backgroundColor = bg.color;
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}
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bg.color = Color.black;
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}
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Sword swordClone = Instantiate(swordObj, gameObject.transform).GetComponent<Sword>();
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swordClone.cueLength = length * 4;
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swordClone.cueStart = beat;
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swordClone.cueType = Enum.GetName(typeof(ClapType), type);;
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swordClone.spotlightToggle = spotlightBool;
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}
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public void DollAnimations(double beat, int animate)
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{
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if (animate == 0)
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{
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dollHead.DoScaledAnimationAsync("HeadIdle", 0.5f);
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}
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else if (animate == 1)
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{
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dollHead.DoScaledAnimationAsync("HeadBreatheIn", 0.5f);
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SoundByte.PlayOneShotGame($"clapTrap/deepInhale");
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}
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else if (animate == 2)
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{
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dollHead.DoScaledAnimationAsync("HeadBreatheOut", 0.5f);
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SoundByte.PlayOneShotGame($"clapTrap/deepExhale{UnityEngine.Random.Range(1, 3)}");
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}
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else if (animate == 3)
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{
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dollHead.DoScaledAnimationAsync("HeadTalk", 0.5f);
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}
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}
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public void Spotlight(bool toggle)
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{
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forceSpotlight = toggle;
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if (forceSpotlight)
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{
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spotlight.SetActive(true);
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if (bg.color != Color.black)
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{
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backgroundColor = bg.color;
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}
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bg.color = Color.black;
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}
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}
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public void ChangeBackgroundColor(Color color, float length)
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{
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var seconds = Conductor.instance.secPerBeat * length;
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if (bgColorTween != null)
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bgColorTween.Kill(true);
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if (seconds == 0)
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{
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bg.color = color;
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}
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else
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{
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bgColorTween = bg.DOColor(color, seconds);
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}
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backgroundColor = color;
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}
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public void BackgroundColor(Color start, Color end, int ease, float length, double beat)
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{
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colorStartBeat = beat;
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colorLength = length;
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colorStart = start;
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colorEnd = end;
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colorEase = (Util.EasingFunction.Ease)ease;
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/*if (fade)
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{
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ChangeBackgroundColor(bg.color, 0f);
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ChangeBackgroundColor(end, length - 0.0001f);
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}
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else
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{
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ChangeBackgroundColor(end, 0f);
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}*/
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}
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private void BackgroundColorUpdate() // stolen from tweezers too lol
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{
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float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
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var func = Util.EasingFunction.GetEasingFunction(colorEase);
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float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
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float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
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float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
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bg.color = new Color(newR, newG, newB);
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}
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public void ChangeHandColor(Color leftHand, Color rightHand, Color topSpot, Color bottomSpot, Color glowSpot)
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{
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stageLeft.color = leftHand;
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stageLeftRim.color = leftHand;
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stageRight.color = rightHand;
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stageRightRim.color = rightHand;
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spotlightMaterial.SetColor("_ColorAlpha", topSpot);
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spotlightMaterial.SetColor("_ColorBravo", glowSpot);
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spotlightMaterial.SetColor("_ColorDelta", bottomSpot);
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}
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}
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} |