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m_LoopTime: 1 + m_LoopTime: 0 m_LoopBlend: 0 m_LoopBlendOrientation: 0 m_LoopBlendPositionY: 0 diff --git a/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/ManCharge.anim b/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/ManCharge.anim index 16d91c1c..10a4d3fe 100644 --- a/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/ManCharge.anim +++ b/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/ManCharge.anim @@ -5291,7 +5291,7 @@ AnimationClip: m_Level: 0 m_CycleOffset: 0 m_HasAdditiveReferencePose: 0 - m_LoopTime: 1 + m_LoopTime: 0 m_LoopBlend: 0 m_LoopBlendOrientation: 0 m_LoopBlendPositionY: 0 diff --git a/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/ManKick.anim b/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/ManKick.anim index 27f30496..96a16981 100644 --- a/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/ManKick.anim +++ b/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/ManKick.anim @@ -5635,7 +5635,7 @@ AnimationClip: m_Level: 0 m_CycleOffset: 0 m_HasAdditiveReferencePose: 0 - m_LoopTime: 1 + m_LoopTime: 0 m_LoopBlend: 0 m_LoopBlendOrientation: 0 m_LoopBlendPositionY: 0 diff --git a/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/NoPose.anim b/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/NoPose.anim index 10c4ff3a..cc450d1a 100644 --- a/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/NoPose.anim +++ b/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/NoPose.anim @@ -2127,7 +2127,7 @@ AnimationClip: m_Level: 0 m_CycleOffset: 0 m_HasAdditiveReferencePose: 0 - m_LoopTime: 1 + m_LoopTime: 0 m_LoopBlend: 0 m_LoopBlendOrientation: 0 m_LoopBlendPositionY: 0 diff --git a/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/Straight.anim b/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/Straight.anim index 8137ce47..d06e186d 100644 --- a/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/Straight.anim +++ b/Assets/Resources/Sprites/Games/KarateMan/anime/karateman/Straight.anim @@ -3080,7 +3080,7 @@ AnimationClip: m_Level: 0 m_CycleOffset: 0 m_HasAdditiveReferencePose: 0 - m_LoopTime: 1 + m_LoopTime: 0 m_LoopBlend: 0 m_LoopBlendOrientation: 0 m_LoopBlendPositionY: 0 diff --git a/Assets/Scripts/Games/KarateMan/KarateManJoeNew.cs b/Assets/Scripts/Games/KarateMan/KarateManJoeNew.cs new file mode 100644 index 00000000..427f1eba --- /dev/null +++ b/Assets/Scripts/Games/KarateMan/KarateManJoeNew.cs @@ -0,0 +1,81 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio; +using HeavenStudio.Util; + +namespace HeavenStudio.Games.Scripts_KarateMan +{ + public class KarateManJoeNew : MonoBehaviour + { + public Animator anim; + public GameEvent bop = new GameEvent(); + + float lastPunchTime = Single.MinValue; + int inComboId = -1; + public void SetComboId(int id) { inComboId = id; } + + private void Awake() + { + + } + + private void Update() + { + var cond = Conductor.instance; + if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1, false) && cond.songPositionInBeats > bop.startBeat) + { + anim.Play("Beat", -1, 0); + } + + if (PlayerInput.Pressed(true)) + { + if (!KarateManNew.instance.IsExpectingInputNow()) + { + Punch(1); + Jukebox.PlayOneShotGame("karateman/swingNoHit", forcePlay: true); + } + } + else if (PlayerInput.AltPressedUp()) + { + if (!KarateManNew.instance.IsExpectingInputNow()) + { + if (inComboId != -1 && !KarateManNew.instance.IsExpectingInputNow()) + { + //let go too early, make joe spin later + inComboId = -1; + } + } + } + } + + public void Punch(int forceHand = 0) + { + var cond = Conductor.instance; + switch (forceHand) + { + case 0: + if (cond.songPositionInBeats - lastPunchTime < 0.25f + (Minigame.LateTime() - 1f)) + { + lastPunchTime = Single.MinValue; + anim.Play("Straight", -1, 0); + } + else + { + lastPunchTime = cond.songPositionInBeats; + anim.Play("Jab", -1, 0); + } + break; + case 1: + anim.Play("Jab", -1, 0); + break; + case 2: + anim.Play("Straight", -1, 0); + break; + } + bop.startBeat = cond.songPositionInBeats + 0.5f; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/KarateMan/KarateManJoeNew.cs.meta b/Assets/Scripts/Games/KarateMan/KarateManJoeNew.cs.meta new file mode 100644 index 00000000..801dec87 --- /dev/null +++ b/Assets/Scripts/Games/KarateMan/KarateManJoeNew.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e6ef00cb3bdcfd647bd634066ce4107d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/KarateMan/KarateManNew.cs b/Assets/Scripts/Games/KarateMan/KarateManNew.cs index 05202038..87055b27 100644 --- a/Assets/Scripts/Games/KarateMan/KarateManNew.cs +++ b/Assets/Scripts/Games/KarateMan/KarateManNew.cs @@ -15,7 +15,7 @@ namespace HeavenStudio.Games.Loaders return new Minigame("karateManNew", "Karate Man [INDEV REWORK]", "70A8D8", false, false, new List() { new GameAction("bop", delegate { }, 0.5f, true), - new GameAction("hit", delegate{}, 2, false, + new GameAction("hit", delegate { var e = eventCaller.currentEntity; KarateManNew.instance.CreateItem(e.beat, e.type); }, 2, false, new List() { new Param("type", KarateManNew.HitType.Pot, "Object", "The object to fire") @@ -27,7 +27,7 @@ namespace HeavenStudio.Games.Loaders new Param("colorA", new Color(), "Custom Color", "The color to use when the bulb type is set to Custom") }), new GameAction("kick", delegate { }, 4.5f), - new GameAction("combo", delegate { }, 4f), + new GameAction("combo", delegate { var e = eventCaller.currentEntity; KarateManNew.instance.Combo(e.beat); }, 4f), new GameAction("hit3", delegate { }, 1f, false, new List() { @@ -131,15 +131,16 @@ namespace HeavenStudio.Games public Transform[] CameraPosition; Vector3 cameraPosition; - + //pot trajectory stuff - public Transform[] HitPosition; - static Vector2 StartPositionOffset = new Vector2(-3f, -8f); - //https://www.desmos.com/calculator/ycn9v62i4f + public Transform ItemHolder; + public GameObject Item; + public KarateManJoeNew Joe; private void Awake() { instance = this; + KarateManPotNew.ResetLastCombo(); cameraPosition = CameraPosition[0].position; } @@ -152,5 +153,71 @@ namespace HeavenStudio.Games { GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition; } + + public void CreateItem(float beat, int type) + { + + string outSound; + + switch (type) + { + case (int) HitType.Pot: + if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f) + outSound = "karateman/objectOut"; + else + outSound = "karateman/offbeatObjectOut"; + CreateItemInstance(beat, "Item00"); + break; + default: + if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f) + outSound = "karateman/objectOut"; + else + outSound = "karateman/offbeatObjectOut"; + CreateItemInstance(beat, "Item00"); + break; + } + Jukebox.PlayOneShotGame(outSound, forcePlay: true); + } + + public void Combo(float beat) + { + Jukebox.PlayOneShotGame("karateman/barrelOutCombos", forcePlay: true); + + int comboId = KarateManPotNew.GetNewCombo(); + + BeatAction.New(gameObject, new List() + { + new BeatAction.Action(beat, delegate { CreateItemInstance(beat, "Item00", KarateManPotNew.ItemType.ComboPot1, comboId); }), + new BeatAction.Action(beat + 0.25f, delegate { CreateItemInstance(beat + 0.25f, "Item00", KarateManPotNew.ItemType.ComboPot2, comboId); }), + new BeatAction.Action(beat + 0.5f, delegate { CreateItemInstance(beat + 0.5f, "Item00", KarateManPotNew.ItemType.ComboPot3, comboId); }), + new BeatAction.Action(beat + 0.75f, delegate { CreateItemInstance(beat + 0.75f, "Item00", KarateManPotNew.ItemType.ComboPot4, comboId); }), + new BeatAction.Action(beat + 1f, delegate { CreateItemInstance(beat + 1f, "Item00", KarateManPotNew.ItemType.ComboPot5, comboId); }), + new BeatAction.Action(beat + 1.5f, delegate { CreateItemInstance(beat + 1.5f, "Item05", KarateManPotNew.ItemType.ComboBarrel, comboId); }), + }); + + MultiSound.Play(new MultiSound.Sound[] + { + new MultiSound.Sound("karateman/punchy1", beat + 1f), + new MultiSound.Sound("karateman/punchy2", beat + 1.25f), + new MultiSound.Sound("karateman/punchy3", beat + 1.5f), + new MultiSound.Sound("karateman/punchy4", beat + 1.75f), + new MultiSound.Sound("karateman/ko", beat + 2f), + new MultiSound.Sound("karateman/pow", beat + 2.5f) + }, forcePlay: true); + } + + GameObject CreateItemInstance(float beat, string awakeAnim, KarateManPotNew.ItemType type = KarateManPotNew.ItemType.Pot, int comboId = -1) + { + GameObject mobj = GameObject.Instantiate(Item, ItemHolder); + KarateManPotNew mobjDat = mobj.GetComponent(); + mobjDat.type = type; + mobjDat.startBeat = beat; + mobjDat.awakeAnim = awakeAnim; + mobjDat.comboId = comboId; + + mobj.SetActive(true); + + return mobj; + } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/KarateMan/KarateManPotNew.cs b/Assets/Scripts/Games/KarateMan/KarateManPotNew.cs index 02635898..464c9e6f 100644 --- a/Assets/Scripts/Games/KarateMan/KarateManPotNew.cs +++ b/Assets/Scripts/Games/KarateMan/KarateManPotNew.cs @@ -11,7 +11,18 @@ namespace HeavenStudio.Games.Scripts_KarateMan public float startBeat; public ItemType type; public int path = 1; - int status = 0; + + public GameObject Shadow; + public GameObject ShadowInstance; + + public string awakeAnim; + FlyStatus status = FlyStatus.Fly; + + public int comboId = -1; + static int _lastCombo = -1; + public static int LastCombo { get { return _lastCombo; } } + public static int GetNewCombo() { _lastCombo++; return _lastCombo; } + public static void ResetLastCombo() { _lastCombo = -1; } public enum ItemType { Pot, // path 1 @@ -43,26 +54,28 @@ namespace HeavenStudio.Games.Scripts_KarateMan //pot trajectory stuff public Transform[] HitPosition; public float[] HitPositionOffset; - static Vector3 StartPositionOffset = new Vector3(3f, 0f, -8f); + public Vector3[] StartPositionOffset; + public float[] ItemSlipRt; float ProgressToHitPosition(float progress) { - return progress + (HitPositionOffset[path] -0.5f); + return progress + (HitPositionOffset[path] - 0.5f); } Vector3 ProgressToFlyPosition() { var cond = Conductor.instance; - float progress = Mathf.Min(cond.GetPositionFromBeat(startBeat, 2f), 1f); + float progress = Mathf.Min(cond.GetPositionFromBeat(startBeat, 2f), 1f - ItemSlipRt[path]); float progressToHitPosition = ProgressToHitPosition(progress); + Vector3 hitPosition = HitPosition[path].position; //https://www.desmos.com/calculator/ycn9v62i4f float offset = HitPositionOffset[path]; float flyHeight = (progressToHitPosition*(progressToHitPosition-1f))/(offset*(offset-1f)); float floorHeight = HitPosition[0].position.y; - Vector3 startPosition = transform.position + StartPositionOffset; - Vector3 endPosition = transform.position - StartPositionOffset; + Vector3 startPosition = hitPosition + StartPositionOffset[path]; + Vector3 endPosition = hitPosition - StartPositionOffset[path]; Vector3 flyPosition = new Vector3( Mathf.Lerp(startPosition.x, endPosition.x, progress), floorHeight + (HitPosition[path].position.y - floorHeight) * flyHeight, @@ -74,5 +87,140 @@ namespace HeavenStudio.Games.Scripts_KarateMan } return flyPosition; } + + void Awake() + { + switch (type) + { + case ItemType.ComboPot1: + KarateManNew.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ComboStartJustOrNg, ComboStartThrough, ComboStartOut); + path = 1; + break; + case ItemType.ComboPot2: + path = 1; + break; + case ItemType.ComboPot3: + path = 2; + break; + case ItemType.ComboPot4: + path = 3; + //if the button isn't held anymore make Joe spin + break; + case ItemType.ComboPot5: + path = 4; + break; + case ItemType.ComboBarrel: + path = 5; + //check for button release + break; + default: + KarateManNew.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut); + path = 1; + comboId = -1; + break; + } + + float floorHeight = HitPosition[0].position.y; + transform.position = ProgressToFlyPosition(); + + Animator mobjAnim = GetComponent(); + mobjAnim.Play(awakeAnim, -1, 0); + transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime) + UnityEngine.Random.Range(0f, 360f)); + + ShadowInstance = GameObject.Instantiate(Shadow, KarateManNew.instance.ItemHolder); + ShadowInstance.SetActive(true); + ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z); + } + + void Update() + { + var cond = Conductor.instance; + float floorHeight = HitPosition[0].position.y; + ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z); + switch (status) + { + case FlyStatus.Fly: + float prog = cond.GetPositionFromBeat(startBeat, 2f); + transform.position = ProgressToFlyPosition(); + if (prog >= 2f) { + GameObject.Destroy(ShadowInstance.gameObject); + GameObject.Destroy(gameObject); + return; + } + else if (prog < 1f - ItemSlipRt[path]) { + transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (90f * Time.deltaTime * (1/cond.pitchedSecPerBeat))); + } + break; + case FlyStatus.Hit: + //TEMPORARY + GameObject.Destroy(ShadowInstance.gameObject); + GameObject.Destroy(gameObject); + return; + case FlyStatus.NG: + //TEMPORARY + GameObject.Destroy(ShadowInstance.gameObject); + GameObject.Destroy(gameObject); + return; + case FlyStatus.HitWeak: + break; + } + } + + public void ItemJustOrNg(PlayerActionEvent caller, float state) + { + if (status == FlyStatus.Fly) { + KarateManNew.instance.Joe.Punch(); + if (state <= -1f || state >= 1f) { + Jukebox.PlayOneShot("miss"); + status = FlyStatus.NG; + } + else { + Jukebox.PlayOneShotGame("karateman/potHit", forcePlay: true); + status = FlyStatus.Hit; + } + } + } + + public void ItemWrongAction(PlayerActionEvent caller, float state) + { + //hitting a normal object with the alt input + } + + public void ItemOut(PlayerActionEvent caller) {} + + public void ItemThrough(PlayerActionEvent caller) + { + BeatAction.New(gameObject, new List() + { + new BeatAction.Action(startBeat + 2f, delegate { + //TODO: play miss sound + //deduct flow if applicable + }) + }); + } + + public void ComboStartJustOrNg(PlayerActionEvent caller, float state) + { + if (status == FlyStatus.Fly) { + KarateManNew.instance.Joe.Punch(1); + KarateManNew.instance.Joe.SetComboId(comboId); + if (state <= -1f || state >= 1f) { + Jukebox.PlayOneShot("miss"); + status = FlyStatus.NG; + } + else { + Jukebox.PlayOneShotGame("karateman/potHit", forcePlay: true); + status = FlyStatus.Hit; + } + } + } + + public void ComboStartOut(PlayerActionEvent caller) {} + public void ComboStartThrough(PlayerActionEvent caller) {} + + public void ComboStartWrongAction(PlayerActionEvent caller, float state) + { + //hitting a combo start object with the normal input + } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/PlayerActionEvent.cs b/Assets/Scripts/Games/PlayerActionEvent.cs index 57f9c7b4..83f2b217 100644 --- a/Assets/Scripts/Games/PlayerActionEvent.cs +++ b/Assets/Scripts/Games/PlayerActionEvent.cs @@ -101,22 +101,22 @@ namespace HeavenStudio.Games // Forgive me for those input type names return ( //General inputs, both down and up - (PlayerInput.Pressed() && inputType == InputType.STANDARD_DOWN) || - (PlayerInput.AltPressed() && inputType == InputType.STANDARD_ALT_DOWN) || - (PlayerInput.GetAnyDirectionDown() && inputType == InputType.DIRECTION_DOWN) || - (PlayerInput.PressedUp() && inputType == InputType.STANDARD_UP) || - (PlayerInput.AltPressedUp() && inputType == InputType.STANDARD_ALT_UP) || - (PlayerInput.GetAnyDirectionUp() && inputType == InputType.DIRECTION_UP) || + (PlayerInput.Pressed() && inputType.HasFlag(InputType.STANDARD_DOWN)) || + (PlayerInput.AltPressed() && inputType.HasFlag(InputType.STANDARD_ALT_DOWN)) || + (PlayerInput.GetAnyDirectionDown() && inputType.HasFlag(InputType.DIRECTION_DOWN)) || + (PlayerInput.PressedUp() && inputType.HasFlag(InputType.STANDARD_UP)) || + (PlayerInput.AltPressedUp() && inputType.HasFlag(InputType.STANDARD_ALT_UP)) || + (PlayerInput.GetAnyDirectionUp() && inputType.HasFlag(InputType.DIRECTION_UP)) || //Specific directional inputs - (PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN) && inputType == InputType.DIRECTION_DOWN_DOWN) || - (PlayerInput.GetSpecificDirectionDown(PlayerInput.UP) && inputType == InputType.DIRECTION_UP_DOWN) || - (PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT) && inputType == InputType.DIRECTION_LEFT_DOWN) || - (PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT) && inputType == InputType.DIRECTION_RIGHT_DOWN) || + (PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN) && inputType.HasFlag(InputType.DIRECTION_DOWN_DOWN)) || + (PlayerInput.GetSpecificDirectionDown(PlayerInput.UP) && inputType.HasFlag(InputType.DIRECTION_UP_DOWN)) || + (PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT) && inputType.HasFlag(InputType.DIRECTION_LEFT_DOWN)) || + (PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT) && inputType.HasFlag(InputType.DIRECTION_RIGHT_DOWN)) || - (PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN) && inputType == InputType.DIRECTION_DOWN_UP) || - (PlayerInput.GetSpecificDirectionUp(PlayerInput.UP) && inputType == InputType.DIRECTION_UP_UP) || - (PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT) && inputType == InputType.DIRECTION_LEFT_UP) || - (PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT) && inputType == InputType.DIRECTION_RIGHT_UP) + (PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN) && inputType.HasFlag(InputType.DIRECTION_DOWN_UP)) || + (PlayerInput.GetSpecificDirectionUp(PlayerInput.UP) && inputType.HasFlag(InputType.DIRECTION_UP_UP)) || + (PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT) && inputType.HasFlag(InputType.DIRECTION_LEFT_UP)) || + (PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT) && inputType.HasFlag(InputType.DIRECTION_RIGHT_UP)) ); } diff --git a/Assets/Scripts/InputType.cs b/Assets/Scripts/InputType.cs index 84572049..b1cc4ade 100644 --- a/Assets/Scripts/InputType.cs +++ b/Assets/Scripts/InputType.cs @@ -5,30 +5,31 @@ using UnityEngine; namespace HeavenStudio { + [System.Flags] public enum InputType : int { //General //------- //Down - STANDARD_DOWN = 0, - STANDARD_ALT_DOWN = 1, - DIRECTION_DOWN = 2, + STANDARD_DOWN = 1<<0, + STANDARD_ALT_DOWN = 1<<1, + DIRECTION_DOWN = 1<<2, //Up - STANDARD_UP = 3, - STANDARD_ALT_UP = 4, - DIRECTION_UP = 5, + STANDARD_UP = 1<<3, + STANDARD_ALT_UP = 1<<4, + DIRECTION_UP = 1<<5, //Specific //-------- //Down - DIRECTION_DOWN_DOWN = 6, - DIRECTION_UP_DOWN = 7, - DIRECTION_LEFT_DOWN = 8, - DIRECTION_RIGHT_DOWN = 9, + DIRECTION_DOWN_DOWN = 1<<6, + DIRECTION_UP_DOWN = 1<<7, + DIRECTION_LEFT_DOWN = 1<<8, + DIRECTION_RIGHT_DOWN = 1<<9, //Up - DIRECTION_DOWN_UP = 10, - DIRECTION_UP_UP = 11, - DIRECTION_LEFT_UP = 12, - DIRECTION_RIGHT_UP = 13 + DIRECTION_DOWN_UP = 1<<10, + DIRECTION_UP_UP = 1<<11, + DIRECTION_LEFT_UP = 1<<12, + DIRECTION_RIGHT_UP = 1<<13 } } \ No newline at end of file