Trick on the Class: update 2mo old code

This commit is contained in:
minenice55 2022-06-19 22:29:21 -04:00
parent 4bd2879381
commit 3112e208d7
3 changed files with 79 additions and 86 deletions

View file

@ -891,7 +891,7 @@ Transform:
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@ -1758,6 +1758,9 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
EligibleHits: []
scheduledInputs: []
firstEnable: 0
ballPrefab: {fileID: 7208854294000353610} ballPrefab: {fileID: 7208854294000353610}
planePrefab: {fileID: 6092229326248261130} planePrefab: {fileID: 6092229326248261130}
shockPrefab: {fileID: 7208854294000353610} shockPrefab: {fileID: 7208854294000353610}
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View file

@ -12,8 +12,6 @@ namespace HeavenStudio.Games.Scripts_TrickClass
{ {
public bool flyType; public bool flyType;
public float startBeat; public float startBeat;
bool flying = true;
bool dodged = false;
bool miss = false; bool miss = false;
float flyBeats; float flyBeats;
@ -21,6 +19,7 @@ namespace HeavenStudio.Games.Scripts_TrickClass
public int type; public int type;
[NonSerialized] public BezierCurve3D curve; [NonSerialized] public BezierCurve3D curve;
PlayerActionEvent hitProg;
private TrickClass game; private TrickClass game;
@ -34,16 +33,15 @@ namespace HeavenStudio.Games.Scripts_TrickClass
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats); float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
transform.position = curve.GetPoint(flyPos); transform.position = curve.GetPoint(flyPos);
hitProg = game.ScheduleInput(startBeat, dodgeBeats, InputType.STANDARD_ALT_DOWN, DodgeJustOrNg, DodgeMiss, DodgeThrough);
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{
if (flying)
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats); float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
if (flyPos <= 1f) if (flyPos <= 1f)
{ {
if (!miss) if (!miss)
@ -68,7 +66,7 @@ namespace HeavenStudio.Games.Scripts_TrickClass
} }
else else
{ {
transform.position = curve.GetPoint(1f); transform.position = curve.GetPoint(miss ? 1f : 0.9f);
} }
if (flyPos > 1f) if (flyPos > 1f)
@ -79,51 +77,6 @@ namespace HeavenStudio.Games.Scripts_TrickClass
return; return;
} }
} }
if (!(dodged || miss))
{
float normalizedBeat = cond.GetPositionFromMargin(startBeat + dodgeBeats, 1f);
StateCheck(normalizedBeat);
if (PlayerInput.Pressed())
{
if (state.perfect)
{
dodged = true;
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("trickClass/ball_impact", startBeat + flyBeats, volume: 0.75f),
});
}
}
// no input?
if (Conductor.instance.GetPositionFromBeat(startBeat, dodgeBeats) >= Minigame.EndTime())
{
Jukebox.PlayOneShotGame(GetDodgeSound());
miss = true;
switch (type)
{
case (int) TrickClass.TrickObjType.Plane:
curve = TrickClass.instance.planeMissCurve;
flyBeats = 4f;
break;
default:
curve = TrickClass.instance.ballMissCurve;
flyBeats = 1.25f;
break;
}
startBeat += dodgeBeats;
}
}
}
}
public override void OnAce()
{
TrickClass.instance.PlayerDodge();
dodged = true;
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.5f),
});
} }
public string GetDodgeSound() public string GetDodgeSound()
@ -134,5 +87,45 @@ namespace HeavenStudio.Games.Scripts_TrickClass
return "trickClass/ball_impact"; return "trickClass/ball_impact";
} }
} }
public void DodgeJustOrNg(PlayerActionEvent caller, float state)
{
if (state <= -1f || state >= 1f)
{
//NG
game.PlayerDodge();
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("trickClass/ball_impact", startBeat + flyBeats, volume: 0.75f),
});
}
else
{
//just
game.PlayerDodge();
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("trickClass/ball_impact", startBeat + flyBeats, volume: 0.75f),
});
}
}
public void DodgeMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame(GetDodgeSound());
miss = true;
switch (type)
{
case (int) TrickClass.TrickObjType.Plane:
curve = game.planeMissCurve;
flyBeats = 4f;
break;
default:
curve = game.ballMissCurve;
flyBeats = 1.25f;
break;
}
startBeat += dodgeBeats;
}
public void DodgeThrough(PlayerActionEvent caller) {}
} }
} }

View file

@ -12,9 +12,8 @@ namespace HeavenStudio.Games.Loaders
public static class MobTrickLoader public static class MobTrickLoader
{ {
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("trickClass", "Trick on the Class\n<color=#eb5454>[WIP don't use]</color>", "C0171D", false, false, new List<GameAction>() return new Minigame("trickClass", "Trick on the Class\n<color=#eb5454>[WIP]</color>", "C0171D", false, false, new List<GameAction>()
{ {
new GameAction("bop", delegate { var e = eventCaller.currentEntity; TrickClass.instance.Bop(e.beat, e.length); }, 1, true),
new GameAction("toss", delegate new GameAction("toss", delegate
{ {
TrickClass.instance.TossObject(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); TrickClass.instance.TossObject(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
@ -22,6 +21,7 @@ namespace HeavenStudio.Games.Loaders
{ {
new Param("type", TrickClass.TrickObjType.Ball, "Object", "The object to toss") new Param("type", TrickClass.TrickObjType.Ball, "Object", "The object to toss")
}), }),
new GameAction("bop", delegate { var e = eventCaller.currentEntity; TrickClass.instance.Bop(e.beat, e.length); }, 1, true, hidden: true),
}); });
} }
} }
@ -34,7 +34,7 @@ namespace HeavenStudio.Games
**/ **/
using Scripts_TrickClass; using Scripts_TrickClass;
public class TrickClass : MonoBehaviour public class TrickClass : Minigame
{ {
public enum TrickObjType { public enum TrickObjType {
Plane, Plane,
@ -69,14 +69,11 @@ namespace HeavenStudio.Games
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
{ {
//TODO: bop animation //TODO: bop animation
} }
}
if (PlayerInput.Pressed()) if (PlayerInput.Pressed() && !IsExpectingInputNow())
{ {
PlayerDodge(); PlayerDodge();
} }