Merge pull request #42 from jakobwcrowe/master

Built to Scale: Gameplay implemented (missing lots of sfx)
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Jenny Crowe 2022-02-16 10:04:53 -07:00 committed by GitHub
commit 079b5ecb06
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18 changed files with 985 additions and 161 deletions

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@ -10,8 +10,8 @@ AnimatorStateMachine:
m_Name: Base Layer m_Name: Base Layer
m_ChildStates: m_ChildStates:
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m_Position: {x: 280, y: 110, z: 0} m_Position: {x: 290, y: 110, z: 0}
m_ChildStateMachines: [] m_ChildStateMachines: []
m_AnyStateTransitions: [] m_AnyStateTransitions: []
m_EntryTransitions: [] m_EntryTransitions: []
@ -21,7 +21,7 @@ AnimatorStateMachine:
m_EntryPosition: {x: 50, y: 120, z: 0} m_EntryPosition: {x: 50, y: 120, z: 0}
m_ExitPosition: {x: 800, y: 120, z: 0} m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0} m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: 3323039142518375142} m_DefaultState: {fileID: 4546687776082381398}
--- !u!91 &9100000 --- !u!91 &9100000
AnimatorController: AnimatorController:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -44,7 +44,7 @@ AnimatorController:
m_IKPass: 0 m_IKPass: 0
m_SyncedLayerAffectsTiming: 0 m_SyncedLayerAffectsTiming: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 9100000}
--- !u!1102 &3323039142518375142 --- !u!1102 &4546687776082381398
AnimatorState: AnimatorState:
serializedVersion: 6 serializedVersion: 6
m_ObjectHideFlags: 1 m_ObjectHideFlags: 1
@ -64,9 +64,9 @@ AnimatorState:
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m_CycleOffsetParameterActive: 0 m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0 m_TimeParameterActive: 0
m_Motion: {fileID: -7095431843126280680, guid: 5bad1689d622aa24e96835f18f9a49cd, type: 3} m_Motion: {fileID: -7095431843126280680, guid: e6239db4d6763504fa0e5ad6ce9761b7, type: 3}
m_Tag: m_Tag:
m_SpeedParameter: m_SpeedParameter:
m_MirrorParameter: m_MirrorParameter:
m_CycleOffsetParameter: m_CycleOffsetParameter:
m_TimeParameter: m_TimeParameter: NormTime

View file

@ -26,6 +26,32 @@ AnimatorState:
m_MirrorParameter: m_MirrorParameter:
m_CycleOffsetParameter: m_CycleOffsetParameter:
m_TimeParameter: m_TimeParameter:
--- !u!1102 &-3888286644032445258
AnimatorState:
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m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: WindDown
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m_StateMachineBehaviours: []
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m_Tag:
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--- !u!1102 &-2890999575255706306 --- !u!1102 &-2890999575255706306
AnimatorState: AnimatorState:
serializedVersion: 6 serializedVersion: 6
@ -96,6 +122,9 @@ AnimatorStateMachine:
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m_State: {fileID: -1361826925033568764} m_State: {fileID: -1361826925033568764}
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- serializedVersion: 1
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m_Position: {x: 500, y: 180, z: 0}
m_ChildStateMachines: [] m_ChildStateMachines: []
m_AnyStateTransitions: [] m_AnyStateTransitions: []
m_EntryTransitions: [] m_EntryTransitions: []

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@ -1,5 +1,5 @@
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internalIDToNameTable: internalIDToNameTable:
@ -26,7 +26,7 @@ ModelImporter:
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View file

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.BuiltToScaleDS
{
public class BTSPiece : MonoBehaviour
{
public Animator anim;
void LateUpdate()
{
if (anim.IsAnimationNotPlaying())
Destroy(gameObject);
}
}
}

View file

@ -0,0 +1,11 @@
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@ -0,0 +1,87 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace RhythmHeavenMania.Games.BuiltToScaleDS
{
using RhythmHeavenMania.Util;
public class Blocks : PlayerActionObject
{
public float createBeat;
public float createLength;
public Animator anim;
private bool moving = true;
private BuiltToScaleDS game;
private void Awake()
{
game = BuiltToScaleDS.instance;
}
private void Update()
{
if (!moving) return;
var windupBeat = createBeat + (createLength * 3.5f);
var hitBeat = windupBeat + createLength;
var currentBeat = Conductor.instance.songPositionInBeats;
var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
if (currentBeat > windupBeat && currentBeat < hitBeat
&& !shooterState.IsName("Windup")
&& game.shooterAnim.IsAnimationNotPlaying())
{
game.shooterAnim.Play("Windup", 0, 0);
}
float stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + (createLength * 4.5f), 1f);
StateCheck(stateBeat);
if (PlayerInput.Pressed())
{
if (state.perfect)
{
Ace();
}
else if (state.notPerfect())
{
Miss();
}
}
if (moving && anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 0.9f)
{
game.SetBlockTime(this, createBeat, createLength);
}
}
void Ace()
{
moving = false;
game.shootingThisFrame = true;
game.Shoot();
game.SpawnObject(BuiltToScaleDS.BTSObject.HitPieces);
Destroy(gameObject);
Jukebox.PlayOneShotGame("builtToScaleDS/Hit");
}
void Miss()
{
moving = false;
game.shootingThisFrame = true;
game.Shoot();
game.SpawnObject(BuiltToScaleDS.BTSObject.MissPieces);
Destroy(gameObject);
}
public override void OnAce()
{
Ace();
}
}
}

View file

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@ -3,18 +3,29 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using NaughtyBezierCurves; using NaughtyBezierCurves;
using DG.Tweening; using DG.Tweening;
using System;
using RhythmHeavenMania.Util; using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.BuiltToScaleDS namespace RhythmHeavenMania.Games.BuiltToScaleDS
{ {
public class BuiltToScaleDS : Minigame public class BuiltToScaleDS : Minigame
{ {
public enum BTSObject { HitPieces, MissPieces, FlyingRod }
[Header("Camera")] [Header("Camera")]
public Transform renderQuadTrans; public Transform renderQuadTrans;
public Transform cameraPos; public Transform cameraPos;
[Header("References")] [Header("References")]
public SkinnedMeshRenderer environmentRenderer; public SkinnedMeshRenderer environmentRenderer;
public GameObject flyingRodBase;
public GameObject movingBlocksBase;
public GameObject hitPartsBase;
public GameObject missPartsBase;
public Transform partsHolder;
public Transform blocksHolder;
public Animator shooterAnim;
public Animator elevatorAnim;
[Header("Properties")] [Header("Properties")]
public float beltSpeed = 1f; public float beltSpeed = 1f;
@ -22,6 +33,8 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
private Material beltMaterial; private Material beltMaterial;
private Material[] environmentMaterials; private Material[] environmentMaterials;
private float currentBeltOffset; private float currentBeltOffset;
[NonSerialized] public bool shootingThisFrame;
public static BuiltToScaleDS instance; public static BuiltToScaleDS instance;
@ -43,13 +56,129 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
var camHeight = 2f * cam.orthographicSize; var camHeight = 2f * cam.orthographicSize;
var camWidth = camHeight * cam.aspect; var camWidth = camHeight * cam.aspect;
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f); renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
elevatorAnim.Play("MakeRod", 0, 1f);
} }
List<Beatmap.Entity> spawnedBlockEvents = new List<Beatmap.Entity>();
void Update() void Update()
{ {
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
return;
var currentBeat = Conductor.instance.songPositionInBeats;
var blockEvents = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "builtToScaleDS/spawn blocks");
for (int i = 0; i < blockEvents.Count; i++)
{
var ev = blockEvents[i];
if (spawnedBlockEvents.Contains(ev)) continue; // Don't spawn the same blocks multiple times.
var spawnBeat = ev.beat - (ev.length * 0.5f);
if (currentBeat > spawnBeat && currentBeat < ev.beat + ev.length)
{
SpawnBlocks(spawnBeat, ev.length);
spawnedBlockEvents.Add(ev);
break;
}
}
currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f; currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f;
beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset); beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset);
environmentRenderer.materials = environmentMaterials; environmentRenderer.materials = environmentMaterials;
} }
void LateUpdate()
{
var shooterState = shooterAnim.GetCurrentAnimatorStateInfo(0);
bool canShoot = !shooterState.IsName("Shoot") || shooterAnim.IsAnimationNotPlaying();
if (canShoot && PlayerInput.Pressed() && !shootingThisFrame)
{
shootingThisFrame = true;
Shoot();
SpawnObject(BTSObject.FlyingRod);
}
if (!shootingThisFrame)
{
if (blocksHolder.childCount == 0 && shooterState.IsName("Windup") && shooterAnim.IsAnimationNotPlaying())
{
shooterAnim.Play("WindDown", 0, 0);
}
}
shootingThisFrame = false;
}
public void SpawnBlocks(float beat, float length)
{
var newBlocks = GameObject.Instantiate(movingBlocksBase, blocksHolder).GetComponent<Blocks>();
newBlocks.createBeat = beat;
newBlocks.createLength = length;
newBlocks.gameObject.SetActive(true);
SetBlockTime(newBlocks, beat, length);
}
const int blockFramesPerSecond = 24;
const int blockHitFrame = 39;
const int blockTotalFrames = 80;
List<int> criticalFrames = new List<int> { 7, 15, 23, 31, 39, 47 };
public void SetBlockTime(Blocks blocks, float spawnBeat, float length)
{
float secondsPerFrame = 1f / blockFramesPerSecond;
float secondsToHitFrame = secondsPerFrame * blockHitFrame;
float secondsPerBeat = Conductor.instance.secPerBeat;
float secondsToHitBeat = secondsPerBeat * 4.5f * length;
float speedMult = secondsToHitFrame / secondsToHitBeat;
float secondsPastSpawnTime = secondsPerBeat * (Conductor.instance.songPositionInBeats - spawnBeat);
float framesPastSpawnTime = blockFramesPerSecond * speedMult * secondsPastSpawnTime;
// The only way I could deal with Unity's interpolation shenanigans without having a stroke.
if (criticalFrames.Contains(Mathf.FloorToInt(framesPastSpawnTime)))
framesPastSpawnTime = Mathf.CeilToInt(framesPastSpawnTime);
blocks.anim.Play("Move", 0, framesPastSpawnTime / blockTotalFrames);
blocks.anim.speed = speedMult;
}
public void SpawnObject(BTSObject btsObject)
{
GameObject prefabToUse = null;
string animNameToUse = "";
switch (btsObject)
{
case BTSObject.HitPieces:
prefabToUse = hitPartsBase;
animNameToUse = "PartsHit";
break;
case BTSObject.MissPieces:
prefabToUse = missPartsBase;
animNameToUse = "PartsMiss";
break;
case BTSObject.FlyingRod:
prefabToUse = flyingRodBase;
animNameToUse = "Fly";
break;
}
if (prefabToUse != null)
{
var newPiece = GameObject.Instantiate(prefabToUse, partsHolder).GetComponent<BTSPiece>();
newPiece.gameObject.SetActive(true);
newPiece.anim.Play(animNameToUse, 0, 0);
}
}
public void Shoot()
{
shooterAnim.Play("Shoot", 0, 0);
elevatorAnim.Play("MakeRod", 0, 0);
}
} }
} }

View file

@ -12,6 +12,7 @@ using RhythmHeavenMania.Games.SpaceSoccer;
using RhythmHeavenMania.Games.DJSchool; using RhythmHeavenMania.Games.DJSchool;
using RhythmHeavenMania.Games.RhythmTweezers; using RhythmHeavenMania.Games.RhythmTweezers;
using RhythmHeavenMania.Games.RhythmRally; using RhythmHeavenMania.Games.RhythmRally;
using RhythmHeavenMania.Games.BuiltToScaleDS;
namespace RhythmHeavenMania namespace RhythmHeavenMania
{ {
@ -196,7 +197,7 @@ namespace RhythmHeavenMania
new Param("type", new EntityTypes.Integer(0, 2, 0), "Type"), new Param("type", new EntityTypes.Integer(0, 2, 0), "Type"),
}), }),
}), }),
new Minigame("rhythmTweezers", "Rhythm Tweezers \n<color=#eb5454>[WIP don't use]</color>", "98b389", false, false, new List<GameAction>() new Minigame("rhythmTweezers", "Rhythm Tweezers", "98b389", false, false, new List<GameAction>()
{ {
new GameAction("start interval", delegate { RhythmTweezers.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true), new GameAction("start interval", delegate { RhythmTweezers.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
new GameAction("short hair", delegate { RhythmTweezers.instance.SpawnHair(eventCaller.currentEntity.beat); }, 0.5f), new GameAction("short hair", delegate { RhythmTweezers.instance.SpawnHair(eventCaller.currentEntity.beat); }, 0.5f),
@ -228,7 +229,7 @@ namespace RhythmHeavenMania
}), }),
new Minigame("builtToScaleDS", "Built To Scale (DS) \n<color=#eb5454>[WIP don't use]</color>", "B888F8", true, false, new List<GameAction>() new Minigame("builtToScaleDS", "Built To Scale (DS) \n<color=#eb5454>[WIP don't use]</color>", "B888F8", true, false, new List<GameAction>()
{ {
new GameAction("spawn blocks", delegate { }, 1f, true)
}), }),
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>() /*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
{ {