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Double Date Balls (#396)
* al l anims done yay * make balls follow paths added FollowPath objects * added 2 grass and changed sky * make balls rotate todo: shadows * complete SuperCurve add dropshadows add weasel hit * make football stop dropshadow when hit * finish animation add scrolling clouds * tint shader * oops * slow down clouds --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
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|
|
|
@ -6,27 +6,68 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_DoubleDate
|
||||
{
|
||||
public class Basketball : PlayerActionObject
|
||||
public class Basketball : SuperCurveObject
|
||||
{
|
||||
private DoubleDate game;
|
||||
private SuperCurveObject.Path path;
|
||||
private float pathStartBeat = float.MinValue;
|
||||
private Conductor conductor;
|
||||
private GameObject shadow;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
game = DoubleDate.instance;
|
||||
conductor = Conductor.instance;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
float beat = conductor.songPositionInBeats;
|
||||
float height = 0f;
|
||||
if (pathStartBeat > float.MinValue)
|
||||
{
|
||||
Vector3 pos = GetPathPositionFromBeat(path, Mathf.Max(beat, pathStartBeat), out height, pathStartBeat);
|
||||
transform.position = pos;
|
||||
float rot = GetPathValue("rot");
|
||||
transform.rotation = Quaternion.Euler(0f, 0f, transform.rotation.eulerAngles.z - (rot * Time.deltaTime * (1f/conductor.pitchedSecPerBeat)));
|
||||
}
|
||||
shadow.transform.position = new Vector3(transform.position.x, Mathf.Min(transform.position.y - height, game.floorHeight), transform.position.z);
|
||||
shadow.transform.localScale = Vector3.one * Mathf.Clamp(((transform.position.y) - game.shadowDepthScaleMin) / (game.shadowDepthScaleMax - game.shadowDepthScaleMin), 0f, 1f);
|
||||
}
|
||||
|
||||
public void Init(float beat)
|
||||
{
|
||||
game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Miss, Empty);
|
||||
path = game.GetPath("BasketBallIn");
|
||||
UpdateLastRealPos();
|
||||
pathStartBeat = beat - 1f;
|
||||
|
||||
Vector3 pos = GetPathPositionFromBeat(path, pathStartBeat, pathStartBeat);
|
||||
transform.position = pos;
|
||||
|
||||
gameObject.SetActive(true);
|
||||
shadow = game.MakeDropShadow();
|
||||
shadow.transform.position = new Vector3(transform.position.x, Mathf.Min(game.floorHeight, transform.position.y - offset.y), transform.position.z);
|
||||
shadow.SetActive(true);
|
||||
}
|
||||
|
||||
void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(conductor.songPositionInBeats + 3f, delegate
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}),
|
||||
});
|
||||
UpdateLastRealPos();
|
||||
pathStartBeat = conductor.songPositionInBeats;
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
path = game.GetPath("BasketBallNg" + (state > 0 ? "Late" : "Early"));
|
||||
Jukebox.PlayOneShot("miss");
|
||||
game.Kick(false);
|
||||
Destroy(gameObject); //Remove this when doing the ball movement
|
||||
GetComponent<SpriteRenderer>().sortingOrder = 8;
|
||||
return;
|
||||
}
|
||||
Hit();
|
||||
|
@ -34,17 +75,26 @@ namespace HeavenStudio.Games.Scripts_DoubleDate
|
|||
|
||||
void Hit()
|
||||
{
|
||||
UpdateLastRealPos();
|
||||
pathStartBeat = conductor.songPositionInBeats;
|
||||
path = game.GetPath("BasketBallJust");
|
||||
game.Kick();
|
||||
Jukebox.PlayOneShotGame("doubleDate/kick");
|
||||
Destroy(gameObject); //Remove this when doing the ball movement
|
||||
}
|
||||
|
||||
void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("doubleDate/weasel_hide");
|
||||
Destroy(gameObject); //Remove this when doing the ball movement
|
||||
game.MissKick(pathStartBeat + 2.25f);
|
||||
}
|
||||
|
||||
void Empty(PlayerActionEvent caller) { }
|
||||
|
||||
private void OnDestroy() {
|
||||
if (shadow != null)
|
||||
{
|
||||
Destroy(shadow);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,17 +23,17 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("soccer", "Soccer Ball")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; DoubleDate.instance.SpawnSoccerBall(e.beat); },
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; DoubleDate.QueueSoccerBall(e.beat); },
|
||||
defaultLength = 2f,
|
||||
},
|
||||
new GameAction("basket", "Basket Ball")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; DoubleDate.instance.SpawnBasketBall(e.beat); },
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; DoubleDate.QueueBasketBall(e.beat); },
|
||||
defaultLength = 2f,
|
||||
},
|
||||
new GameAction("football", "Football")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; DoubleDate.instance.SpawnFootBall(e.beat); },
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; DoubleDate.QueueFootBall(e.beat); },
|
||||
defaultLength = 2.5f,
|
||||
},
|
||||
});
|
||||
|
@ -48,41 +48,116 @@ namespace HeavenStudio.Games
|
|||
public class DoubleDate : Minigame
|
||||
{
|
||||
[Header("Prefabs")]
|
||||
[SerializeField] SoccerBall soccer;
|
||||
[SerializeField] Basketball basket;
|
||||
[SerializeField] Football football;
|
||||
[SerializeField] GameObject leaves;
|
||||
[SerializeField] GameObject soccer;
|
||||
[SerializeField] GameObject basket;
|
||||
[SerializeField] GameObject football;
|
||||
[SerializeField] GameObject dropShadow;
|
||||
[SerializeField] ParticleSystem leaves;
|
||||
|
||||
[Header("Components")]
|
||||
[SerializeField] Animator boyAnim;
|
||||
[SerializeField] Animator girlAnim;
|
||||
[SerializeField] DoubleDateWeasels weasels;
|
||||
[SerializeField] Animator treeAnim;
|
||||
[SerializeField] GameObject clouds;
|
||||
|
||||
[Header("Variables")]
|
||||
[SerializeField] public float cloudSpeed;
|
||||
[SerializeField] public float cloudDistance;
|
||||
[SerializeField] public float floorHeight;
|
||||
[SerializeField] public float shadowDepthScaleMin;
|
||||
[SerializeField] public float shadowDepthScaleMax;
|
||||
[SerializeField] SuperCurveObject.Path[] ballBouncePaths;
|
||||
float lastGirlGacha = float.MinValue;
|
||||
bool shouldBop = true;
|
||||
bool canBop = true;
|
||||
GameEvent bop = new GameEvent();
|
||||
public static DoubleDate instance;
|
||||
public static List<QueuedBall> queuedBalls = new List<QueuedBall>();
|
||||
[NonSerialized] public float lastHitWeasel = float.MinValue;
|
||||
|
||||
public enum BallType
|
||||
{
|
||||
Soccer,
|
||||
Basket,
|
||||
Football
|
||||
}
|
||||
|
||||
public struct QueuedBall
|
||||
{
|
||||
public float beat;
|
||||
public BallType type;
|
||||
}
|
||||
|
||||
// Editor gizmo to draw trajectories
|
||||
new void OnDrawGizmos()
|
||||
{
|
||||
base.OnDrawGizmos();
|
||||
foreach (SuperCurveObject.Path path in ballBouncePaths)
|
||||
{
|
||||
if (path.preview)
|
||||
{
|
||||
soccer.GetComponent<SoccerBall>().DrawEditorGizmo(path);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnPlay(float beat)
|
||||
{
|
||||
queuedBalls.Clear();
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
clouds.transform.position = Vector3.left * ((Time.realtimeSinceStartup * cloudSpeed) % cloudDistance);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
if (queuedBalls.Count != 0)
|
||||
{
|
||||
foreach (QueuedBall ball in queuedBalls)
|
||||
{
|
||||
switch (ball.type)
|
||||
{
|
||||
case BallType.Soccer:
|
||||
SpawnSoccerBall(ball.beat);
|
||||
break;
|
||||
case BallType.Basket:
|
||||
SpawnBasketBall(ball.beat);
|
||||
break;
|
||||
case BallType.Football:
|
||||
SpawnFootBall(ball.beat);
|
||||
break;
|
||||
}
|
||||
}
|
||||
queuedBalls.Clear();
|
||||
}
|
||||
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1) && shouldBop)
|
||||
{
|
||||
SingleBop();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((!cond.isPaused) && queuedBalls.Count != 0)
|
||||
{
|
||||
queuedBalls.Clear();
|
||||
}
|
||||
}
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
Jukebox.PlayOneShotGame("doubleDate/kick_whiff");
|
||||
Kick(true, true, false);
|
||||
}
|
||||
clouds.transform.position = Vector3.left * ((Time.realtimeSinceStartup * cloudSpeed) % cloudDistance);
|
||||
}
|
||||
|
||||
public void ToggleBop(bool go)
|
||||
|
@ -111,24 +186,30 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
boyAnim.DoScaledAnimationAsync("IdleBop", 1f);
|
||||
}
|
||||
if (Conductor.instance.songPositionInBeats > lastGirlGacha)
|
||||
girlAnim.DoScaledAnimationAsync("GirlBop", 1f);
|
||||
weasels.Bop();
|
||||
}
|
||||
|
||||
public void Kick(bool hit = true, bool forceNoLeaves = false, bool weaselsHappy = true)
|
||||
public void Kick(bool hit = true, bool forceNoLeaves = false, bool weaselsHappy = true, bool jump = false)
|
||||
{
|
||||
if (hit)
|
||||
{
|
||||
boyAnim.DoScaledAnimationAsync("Kick", 1f);
|
||||
if (weaselsHappy) weasels.Happy();
|
||||
boyAnim.DoScaledAnimationAsync("Kick", 0.5f);
|
||||
if (jump)
|
||||
{
|
||||
weasels.Jump();
|
||||
lastGirlGacha = Conductor.instance.songPositionInBeats + 0.5f;
|
||||
girlAnim.DoScaledAnimationAsync("GirlLookUp", 0.5f);
|
||||
}
|
||||
else if (weaselsHappy) weasels.Happy();
|
||||
if (!forceNoLeaves)
|
||||
{
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(Conductor.instance.songPositionInBeats + 1f, delegate
|
||||
{
|
||||
GameObject spawnedLeaves = Instantiate(leaves, transform);
|
||||
spawnedLeaves.SetActive(true);
|
||||
leaves.Play();
|
||||
treeAnim.DoScaledAnimationAsync("TreeRustle", 1f);
|
||||
})
|
||||
});
|
||||
|
@ -136,21 +217,42 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
else
|
||||
{
|
||||
boyAnim.DoScaledAnimationAsync("Barely", 1f);
|
||||
boyAnim.DoScaledAnimationAsync("Barely", 0.5f);
|
||||
weasels.Surprise();
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnSoccerBall(float beat)
|
||||
public static void QueueSoccerBall(float beat)
|
||||
{
|
||||
SoccerBall spawnedBall = Instantiate(soccer, instance.transform);
|
||||
spawnedBall.Init(beat);
|
||||
Jukebox.PlayOneShotGame("doubleDate/soccerBounce", beat);
|
||||
if (instance == null)
|
||||
{
|
||||
queuedBalls.Add(new QueuedBall()
|
||||
{
|
||||
beat = beat,
|
||||
type = BallType.Soccer
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
instance.SpawnSoccerBall(beat);
|
||||
}
|
||||
Jukebox.PlayOneShotGame("doubleDate/soccerBounce", beat, forcePlay: true);
|
||||
}
|
||||
|
||||
public void SpawnBasketBall(float beat)
|
||||
public static void QueueBasketBall(float beat)
|
||||
{
|
||||
Basketball spawnedBall = Instantiate(basket, instance.transform);
|
||||
spawnedBall.Init(beat);
|
||||
if (instance == null)
|
||||
{
|
||||
queuedBalls.Add(new QueuedBall()
|
||||
{
|
||||
beat = beat,
|
||||
type = BallType.Basket
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
instance.SpawnBasketBall(beat);
|
||||
}
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("doubleDate/basketballBounce", beat),
|
||||
|
@ -158,16 +260,84 @@ namespace HeavenStudio.Games
|
|||
});
|
||||
}
|
||||
|
||||
public void SpawnFootBall(float beat)
|
||||
public static void QueueFootBall(float beat)
|
||||
{
|
||||
Football spawnedBall = Instantiate(football, instance.transform);
|
||||
spawnedBall.Init(beat);
|
||||
if (instance == null)
|
||||
{
|
||||
queuedBalls.Add(new QueuedBall()
|
||||
{
|
||||
beat = beat,
|
||||
type = BallType.Football
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
instance.SpawnFootBall(beat);
|
||||
}
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("doubleDate/footballBounce", beat),
|
||||
new MultiSound.Sound("doubleDate/footballBounce", beat + 0.75f),
|
||||
});
|
||||
}
|
||||
|
||||
public void SpawnSoccerBall(float beat)
|
||||
{
|
||||
SoccerBall spawnedBall = Instantiate(soccer, instance.transform).GetComponent<SoccerBall>();
|
||||
spawnedBall.Init(beat);
|
||||
}
|
||||
|
||||
public void SpawnBasketBall(float beat)
|
||||
{
|
||||
Basketball spawnedBall = Instantiate(basket, instance.transform).GetComponent<Basketball>();
|
||||
spawnedBall.Init(beat);
|
||||
}
|
||||
|
||||
public void SpawnFootBall(float beat)
|
||||
{
|
||||
Football spawnedBall = Instantiate(football, instance.transform).GetComponent<Football>();
|
||||
spawnedBall.Init(beat);
|
||||
}
|
||||
|
||||
public void MissKick(float beat, bool hit = false)
|
||||
{
|
||||
lastGirlGacha = Conductor.instance.songPositionInBeats + 1.5f;
|
||||
girlAnim.DoScaledAnimationAsync("GirlSad", 0.5f);
|
||||
if (hit)
|
||||
{
|
||||
lastHitWeasel = Conductor.instance.songPositionInBeats;
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat - (0.25f/3f), delegate { weasels.Hit(beat); }),
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
lastHitWeasel = Conductor.instance.songPositionInBeats;
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 0.25, delegate { weasels.Hide(beat + 0.25f); }),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public SuperCurveObject.Path GetPath(string name)
|
||||
{
|
||||
foreach (SuperCurveObject.Path path in ballBouncePaths)
|
||||
{
|
||||
if (path.name == name)
|
||||
{
|
||||
Debug.Log("Found path " + name);
|
||||
return path;
|
||||
}
|
||||
}
|
||||
return default(SuperCurveObject.Path);
|
||||
}
|
||||
|
||||
public GameObject MakeDropShadow()
|
||||
{
|
||||
GameObject shadow = Instantiate(dropShadow, transform);
|
||||
return shadow;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -10,6 +10,8 @@ namespace HeavenStudio.Games.Scripts_DoubleDate
|
|||
bool canBop = true;
|
||||
Animator anim;
|
||||
private DoubleDate game;
|
||||
bool notHit = true;
|
||||
float lastGacha = float.MinValue;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
|
@ -19,15 +21,70 @@ namespace HeavenStudio.Games.Scripts_DoubleDate
|
|||
|
||||
public void Bop()
|
||||
{
|
||||
if (canBop)
|
||||
if (canBop && notHit && Conductor.instance.songPositionInBeats > lastGacha)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("WeaselsBop", 1f);
|
||||
anim.DoScaledAnimationAsync("WeaselsBop", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public void Happy()
|
||||
{
|
||||
anim.DoScaledAnimationAsync("WeaselsHappy", 1f);
|
||||
if (notHit && Conductor.instance.songPositionInBeats > lastGacha)
|
||||
anim.DoScaledAnimationAsync("WeaselsHappy", 0.5f);
|
||||
}
|
||||
|
||||
public void Jump()
|
||||
{
|
||||
if (notHit && Conductor.instance.songPositionInBeats > lastGacha)
|
||||
{
|
||||
lastGacha = Conductor.instance.songPositionInBeats + 1f;
|
||||
anim.DoScaledAnimationAsync("WeaselsJump", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public void Hide(float beat)
|
||||
{
|
||||
if (notHit)
|
||||
{
|
||||
notHit = false;
|
||||
anim.DoScaledAnimationAsync("WeaselsHide", 0.5f);
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 1.45f, delegate
|
||||
{
|
||||
lastGacha = Conductor.instance.songPositionInBeats + 0.5f;
|
||||
anim.DoScaledAnimationAsync("WeaselsAppearUpset", 0.5f);
|
||||
notHit = true;
|
||||
}),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void Surprise()
|
||||
{
|
||||
if (notHit && Conductor.instance.songPositionInBeats > lastGacha)
|
||||
{
|
||||
lastGacha = Conductor.instance.songPositionInBeats + 0.5f;
|
||||
anim.DoScaledAnimationAsync("WeaselsSurprised", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public void Hit(float beat)
|
||||
{
|
||||
if (notHit)
|
||||
{
|
||||
notHit = false;
|
||||
anim.DoScaledAnimationAsync("WeaselsHit", 0.5f);
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 2f, delegate
|
||||
{
|
||||
lastGacha = Conductor.instance.songPositionInBeats + 0.5f;
|
||||
anim.DoScaledAnimationAsync("WeaselsAppearUpset", 1f);
|
||||
notHit = true;
|
||||
}),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void ToggleBop()
|
||||
|
|
|
@ -6,46 +6,130 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_DoubleDate
|
||||
{
|
||||
public class Football : PlayerActionObject
|
||||
public class Football : SuperCurveObject
|
||||
{
|
||||
private DoubleDate game;
|
||||
|
||||
private SuperCurveObject.Path path;
|
||||
private float pathStartBeat = float.MinValue;
|
||||
private Conductor conductor;
|
||||
private GameObject shadow;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
game = DoubleDate.instance;
|
||||
conductor = Conductor.instance;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
float beat = conductor.songPositionInBeats;
|
||||
float height = 0f;
|
||||
if (pathStartBeat > float.MinValue)
|
||||
{
|
||||
Vector3 pos = GetPathPositionFromBeat(path, Mathf.Max(beat, pathStartBeat), out height, pathStartBeat);
|
||||
transform.position = pos;
|
||||
float rot = GetPathValue("rot");
|
||||
transform.rotation = Quaternion.Euler(0f, 0f, transform.rotation.eulerAngles.z - (rot * Time.deltaTime * (1f/conductor.pitchedSecPerBeat)));
|
||||
}
|
||||
shadow.transform.position = new Vector3(transform.position.x, Mathf.Min(transform.position.y - height, game.floorHeight), transform.position.z);
|
||||
shadow.transform.localScale = Vector3.one * Mathf.Clamp(((transform.position.y) - game.shadowDepthScaleMin) / (game.shadowDepthScaleMax - game.shadowDepthScaleMin), 0f, 1f);
|
||||
}
|
||||
|
||||
public void Init(float beat)
|
||||
{
|
||||
game.ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, Just, Miss, Empty);
|
||||
path = game.GetPath("FootBallInNoHit"); // there's a second path for footballs that hit the weasels, use that if the weasels haven't been hit recently
|
||||
UpdateLastRealPos();
|
||||
pathStartBeat = beat - 1f;
|
||||
|
||||
Vector3 pos = GetPathPositionFromBeat(path, pathStartBeat, pathStartBeat);
|
||||
transform.position = pos;
|
||||
|
||||
gameObject.SetActive(true);
|
||||
shadow = game.MakeDropShadow();
|
||||
shadow.transform.position = new Vector3(transform.position.x, Mathf.Min(game.floorHeight, transform.position.y - offset.y), transform.position.z);
|
||||
shadow.SetActive(true);
|
||||
}
|
||||
|
||||
void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
UpdateLastRealPos();
|
||||
pathStartBeat = conductor.songPositionInBeats;
|
||||
path = game.GetPath("FootBallNg" + (state > 0 ? "Late" : "Early"));
|
||||
Jukebox.PlayOneShot("miss");
|
||||
game.Kick(false);
|
||||
Destroy(gameObject); //Remove this when doing the ball movement
|
||||
GetComponent<SpriteRenderer>().sortingOrder = 8;
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(conductor.songPositionInBeats + 4f, delegate
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}),
|
||||
});
|
||||
return;
|
||||
}
|
||||
Hit();
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(conductor.songPositionInBeats + 1f, delegate
|
||||
{
|
||||
shadow.SetActive(false);
|
||||
GetComponent<SpriteRenderer>().sortingOrder = -5;
|
||||
transform.localScale *= 0.25f;
|
||||
path = game.GetPath("FootBallFall");
|
||||
UpdateLastRealPos();
|
||||
pathStartBeat = conductor.songPositionInBeats + 1f;
|
||||
}),
|
||||
new BeatAction.Action(conductor.songPositionInBeats + 12f, delegate
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
||||
void Hit()
|
||||
{
|
||||
game.Kick(true, true);
|
||||
UpdateLastRealPos();
|
||||
pathStartBeat = conductor.songPositionInBeats;
|
||||
path = game.GetPath("FootBallJust");
|
||||
game.Kick(true, true, jump: true);
|
||||
Jukebox.PlayOneShotGame("doubleDate/footballKick");
|
||||
Destroy(gameObject); //Remove this when doing the ball movement
|
||||
}
|
||||
|
||||
void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("doubleDate/weasel_hit");
|
||||
Jukebox.PlayOneShotGame("doubleDate/weasel_scream");
|
||||
Destroy(gameObject); //Remove this when doing the ball movement
|
||||
if (conductor.songPositionInBeats > game.lastHitWeasel + 2.25f)
|
||||
{
|
||||
path = game.GetPath("FootBallIn");
|
||||
float impact = GetPointTimeByTag(path, "impact");
|
||||
if (impact > 0)
|
||||
{
|
||||
GetComponent<SpriteRenderer>().sortingOrder = 8;
|
||||
Jukebox.PlayOneShotGame("doubleDate/weasel_hit", pathStartBeat + impact);
|
||||
Jukebox.PlayOneShotGame("doubleDate/weasel_scream", pathStartBeat + impact);
|
||||
game.MissKick(pathStartBeat + impact, true);
|
||||
}
|
||||
}
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(conductor.songPositionInBeats + 5f, delegate
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
||||
void Empty(PlayerActionEvent caller) { }
|
||||
|
||||
private void OnDestroy() {
|
||||
if (shadow != null)
|
||||
{
|
||||
Destroy(shadow);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,32 +1,74 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Starpelly;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_DoubleDate
|
||||
{
|
||||
public class SoccerBall : PlayerActionObject
|
||||
public class SoccerBall : SuperCurveObject
|
||||
{
|
||||
private DoubleDate game;
|
||||
private SuperCurveObject.Path path;
|
||||
private float pathStartBeat = float.MinValue;
|
||||
private Conductor conductor;
|
||||
private GameObject shadow;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
game = DoubleDate.instance;
|
||||
conductor = Conductor.instance;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
float beat = conductor.songPositionInBeats;
|
||||
float height = 0f;
|
||||
if (pathStartBeat > float.MinValue)
|
||||
{
|
||||
Vector3 pos = GetPathPositionFromBeat(path, Mathf.Max(beat, pathStartBeat), out height, pathStartBeat);
|
||||
transform.position = pos;
|
||||
float rot = GetPathValue("rot");
|
||||
transform.rotation = Quaternion.Euler(0f, 0f, transform.rotation.eulerAngles.z - (rot * Time.deltaTime * (1f/conductor.pitchedSecPerBeat)));
|
||||
}
|
||||
shadow.transform.position = new Vector3(transform.position.x, Mathf.Min(transform.position.y - height, game.floorHeight), transform.position.z);
|
||||
shadow.transform.localScale = Vector3.one * Mathf.Clamp(((transform.position.y) - game.shadowDepthScaleMin) / (game.shadowDepthScaleMax - game.shadowDepthScaleMin), 0f, 1f);
|
||||
}
|
||||
|
||||
public void Init(float beat)
|
||||
{
|
||||
game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Miss, Empty);
|
||||
path = game.GetPath("SoccerIn");
|
||||
UpdateLastRealPos();
|
||||
pathStartBeat = beat - 1f;
|
||||
|
||||
Vector3 pos = GetPathPositionFromBeat(path, pathStartBeat, pathStartBeat);
|
||||
transform.position = pos;
|
||||
|
||||
gameObject.SetActive(true);
|
||||
shadow = game.MakeDropShadow();
|
||||
shadow.transform.position = new Vector3(transform.position.x, Mathf.Min(game.floorHeight, transform.position.y - offset.y), transform.position.z);
|
||||
shadow.SetActive(true);
|
||||
}
|
||||
|
||||
void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(conductor.songPositionInBeats + 3f, delegate
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}),
|
||||
});
|
||||
UpdateLastRealPos();
|
||||
pathStartBeat = conductor.songPositionInBeats;
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
path = game.GetPath("SoccerNg" + (state > 0 ? "Late" : "Early"));
|
||||
Jukebox.PlayOneShot("miss");
|
||||
game.Kick(false);
|
||||
Destroy(gameObject); //Remove this when doing the ball movement
|
||||
GetComponent<SpriteRenderer>().sortingOrder = 8;
|
||||
return;
|
||||
}
|
||||
Hit();
|
||||
|
@ -34,17 +76,34 @@ namespace HeavenStudio.Games.Scripts_DoubleDate
|
|||
|
||||
void Hit()
|
||||
{
|
||||
UpdateLastRealPos();
|
||||
pathStartBeat = conductor.songPositionInBeats;
|
||||
path = game.GetPath("SoccerJust");
|
||||
game.Kick();
|
||||
Jukebox.PlayOneShotGame("doubleDate/kick");
|
||||
Destroy(gameObject); //Remove this when doing the ball movement
|
||||
}
|
||||
|
||||
void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("doubleDate/weasel_hide");
|
||||
Destroy(gameObject); //Remove this when doing the ball movement
|
||||
game.MissKick(pathStartBeat + 2.25f);
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(conductor.songPositionInBeats + 4f, delegate
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
||||
void Empty(PlayerActionEvent caller) { }
|
||||
|
||||
private void OnDestroy() {
|
||||
if (shadow != null)
|
||||
{
|
||||
Destroy(shadow);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -270,7 +270,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
private void OnDrawGizmos() {
|
||||
protected void OnDrawGizmos() {
|
||||
Gizmos.color = Color.magenta;
|
||||
Gizmos.DrawWireCube(Vector3.zero, new Vector3(17.77695f, 10, 0));
|
||||
}
|
||||
|
|
207
Assets/Scripts/Transform/SuperCurveObject.cs
Normal file
207
Assets/Scripts/Transform/SuperCurveObject.cs
Normal file
|
@ -0,0 +1,207 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
public class SuperCurveObject : MonoBehaviour
|
||||
{
|
||||
[SerializeField] protected Vector3 offset;
|
||||
protected Vector3 lastRealPos;
|
||||
protected PathPos currentPathPos;
|
||||
|
||||
[Serializable]
|
||||
public struct PathPos
|
||||
{
|
||||
[SerializeField] public string tag;
|
||||
[SerializeField] public Vector3 pos;
|
||||
[SerializeField] public Transform target;
|
||||
[SerializeField] public float height;
|
||||
[SerializeField] public float duration;
|
||||
[SerializeField] public bool useLastRealPos;
|
||||
[SerializeField] public PathValue[] values;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct Path
|
||||
{
|
||||
[SerializeField] public string name;
|
||||
[SerializeField] public bool preview;
|
||||
[SerializeField] public GameObject anchor;
|
||||
[SerializeField] public PathPos[] positions;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct PathValue
|
||||
{
|
||||
[SerializeField] public string key;
|
||||
[SerializeField] public float value;
|
||||
}
|
||||
|
||||
public static PathPos GetPathPosByTag(Path path, string tag)
|
||||
{
|
||||
foreach (PathPos pos in path.positions)
|
||||
{
|
||||
if (pos.tag == tag)
|
||||
return pos;
|
||||
}
|
||||
return default(PathPos);
|
||||
}
|
||||
|
||||
public static PathPos GetPathPosByTime(Path path, float currentTime, out float posTime, out PathPos nextPos, out PathPos prevPos, out bool pastCurve)
|
||||
{
|
||||
pastCurve = false;
|
||||
PathPos currentPos = path.positions[0];
|
||||
prevPos = path.positions[0];
|
||||
nextPos = path.positions[1];
|
||||
float currentPosTime = 0f;
|
||||
for (int i = 0; i < path.positions.Length - 1; i++)
|
||||
{
|
||||
prevPos = currentPos;
|
||||
currentPos = path.positions[i];
|
||||
nextPos = path.positions[i + 1];
|
||||
if (currentTime >= currentPosTime && currentTime < currentPosTime + currentPos.duration)
|
||||
{
|
||||
posTime = currentPosTime;
|
||||
return currentPos;
|
||||
}
|
||||
if (i + 1 < path.positions.Length - 1)
|
||||
currentPosTime += currentPos.duration;
|
||||
else
|
||||
{
|
||||
pastCurve = true;
|
||||
posTime = currentPosTime;
|
||||
return currentPos;
|
||||
}
|
||||
}
|
||||
nextPos = default(PathPos);
|
||||
prevPos = default(PathPos);
|
||||
posTime = 0f;
|
||||
return default(PathPos);
|
||||
}
|
||||
|
||||
public static PathPos GetPathPosByTime(Path path, float currentTime)
|
||||
{
|
||||
return GetPathPosByTime(path, currentTime, out _, out _, out _, out _);
|
||||
}
|
||||
|
||||
public static float GetPointTimeByTag(Path path, string tag)
|
||||
{
|
||||
float currentTime = 0f;
|
||||
foreach (PathPos pos in path.positions)
|
||||
{
|
||||
if (pos.tag == tag)
|
||||
return currentTime;
|
||||
currentTime += pos.duration;
|
||||
}
|
||||
return 0f;
|
||||
}
|
||||
|
||||
protected virtual void UpdateLastRealPos()
|
||||
{
|
||||
lastRealPos = transform.position;
|
||||
}
|
||||
|
||||
protected virtual float GetPathValue(string key)
|
||||
{
|
||||
if (currentPathPos.values == null)
|
||||
return 0f;
|
||||
foreach (PathValue value in currentPathPos.values)
|
||||
{
|
||||
if (value.key == key)
|
||||
{
|
||||
return value.value;
|
||||
}
|
||||
}
|
||||
return 0f;
|
||||
}
|
||||
|
||||
protected virtual Vector3 GetPathPositionFromBeat(Path path, float currentTime, out float heightOffset, float startTime = 0f)
|
||||
{
|
||||
heightOffset = 0f;
|
||||
Vector3 anchorPos = Vector3.zero;
|
||||
if (path.anchor != null)
|
||||
anchorPos = path.anchor.transform.position;
|
||||
if (path.positions.Length < 2)
|
||||
return transform.position;
|
||||
|
||||
PathPos nextPos = path.positions[0];
|
||||
float currentPosTime = 0f;
|
||||
PathPos currentPos = GetPathPosByTime(path, currentTime - startTime, out currentPosTime, out nextPos, out _, out _);
|
||||
currentPathPos = currentPos;
|
||||
if (currentPos.pos == null || nextPos.pos == null)
|
||||
return transform.position;
|
||||
|
||||
Vector3 startPos = currentPos.pos;
|
||||
if (currentPos.useLastRealPos)
|
||||
startPos = lastRealPos;
|
||||
else if (currentPos.target != null)
|
||||
startPos = currentPos.target.position;
|
||||
Vector3 endPos = nextPos.pos;
|
||||
if (nextPos.target != null)
|
||||
endPos = nextPos.target.position;
|
||||
|
||||
float time = (currentTime - startTime - currentPosTime) / currentPos.duration;
|
||||
Vector3 pos = Vector3.LerpUnclamped(startPos, endPos, time);
|
||||
float yMul = time * 2f - 1f;
|
||||
float yWeight = -(yMul * yMul) + 1f;
|
||||
heightOffset = yWeight * currentPos.height;
|
||||
pos.y += heightOffset;
|
||||
return pos + offset + anchorPos;
|
||||
}
|
||||
|
||||
protected virtual Vector3 GetPathPositionFromBeat(Path path, float currentTime, float startTime = 0f)
|
||||
{
|
||||
return GetPathPositionFromBeat(path, currentTime, out _, startTime);
|
||||
}
|
||||
|
||||
// Editor gizmo to draw trajectories
|
||||
const float TRAJECTORY_STEP = 0.1f;
|
||||
public virtual void DrawEditorGizmo(Path path)
|
||||
{
|
||||
if (path.positions.Length > 1)
|
||||
{
|
||||
Vector3 anchorPos = Vector3.zero;
|
||||
if (path.anchor != null)
|
||||
anchorPos = path.anchor.transform.position;
|
||||
for (int i = 0; i < path.positions.Length - 1; i++)
|
||||
{
|
||||
PathPos pos = path.positions[i];
|
||||
PathPos nextPos = path.positions[i + 1];
|
||||
if (pos.pos == null || nextPos.pos == null)
|
||||
return;
|
||||
|
||||
Vector3 startPos = pos.pos;
|
||||
if (pos.target != null)
|
||||
startPos = pos.target.position;
|
||||
Vector3 endPos = nextPos.pos;
|
||||
if (nextPos.target != null)
|
||||
endPos = nextPos.target.position;
|
||||
|
||||
// draw a curve between the two points using the path height
|
||||
List<Vector3> points = new List<Vector3>();
|
||||
for (float t = 0; t < 1; t += TRAJECTORY_STEP)
|
||||
{
|
||||
float yMul = t * 2f - 1f;
|
||||
float yWeight = -(yMul * yMul) + 1f;
|
||||
Vector3 p = Vector3.LerpUnclamped(startPos, endPos, t);
|
||||
p.y += yWeight * pos.height;
|
||||
points.Add(p + anchorPos);
|
||||
}
|
||||
|
||||
points.Add(endPos + anchorPos);
|
||||
|
||||
for (int j = 0; j < points.Count - 1; j++)
|
||||
{
|
||||
Gizmos.color = Color.blue;
|
||||
Gizmos.DrawLine(points[j], points[j + 1]);
|
||||
}
|
||||
|
||||
Gizmos.DrawSphere(startPos, 0.1f);
|
||||
Gizmos.DrawSphere(endPos, 0.1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Transform/SuperCurveObject.cs.meta
Normal file
11
Assets/Scripts/Transform/SuperCurveObject.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0721ccbc70ab3944ea6b1513a2371b0f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in a new issue