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>
This commit is contained in:
minenice55 2023-04-22 15:20:01 -04:00 committed by GitHub
parent 0dc520709d
commit 2272416fa7
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35 changed files with 22660 additions and 661 deletions

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View file

@ -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);
}
}
}
}

View file

@ -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);
}
girlAnim.DoScaledAnimationAsync("GirlBop", 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;
}
}
}

View file

@ -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()

View file

@ -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);
}
}
}
}

View file

@ -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);
}
}
}
}

View file

@ -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));
}

View 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);
}
}
}
}
}

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@ -0,0 +1,11 @@
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