Rhythm Rally: Feature complete!

This commit is contained in:
Jenny Crowe 2022-03-05 12:30:05 -07:00
parent bbae26e6a6
commit 44891347f4
4 changed files with 207 additions and 33 deletions

View file

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missCurve: {fileID: 5538105623002387221}
ballHitFX: {fileID: 8205255986357351166}
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opponentAnim: {fileID: 4559734961269837672}
@ -1758,6 +1906,7 @@ MonoBehaviour:
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targetBeat: 0
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missBeat: 0
tossLength: 0
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View file

@ -27,7 +27,9 @@ namespace RhythmHeavenMania.Games.RhythmRally
{
if (!game.served || game.missed || !game.started) return;
float stateBeat = Conductor.instance.GetPositionFromMargin(game.targetBeat, 1f);
var cond = Conductor.instance;
float stateBeat = cond.GetPositionFromMargin(game.targetBeat, 1f);
StateCheck(stateBeat);
if (PlayerInput.Pressed())
@ -41,6 +43,10 @@ namespace RhythmHeavenMania.Games.RhythmRally
Miss();
Jukebox.PlayOneShot("miss");
playerAnim.Play("Swing", 0, 0);
game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
game.missCurve.transform.localScale = new Vector3(state.early ? 1f : -1f, 1f, 1f);
game.missBeat = cond.songPositionInBeats;
}
else
{
@ -52,6 +58,7 @@ namespace RhythmHeavenMania.Games.RhythmRally
if (stateBeat > Minigame.EndTime())
{
Miss();
game.ball.SetActive(false);
}
}
@ -93,8 +100,6 @@ namespace RhythmHeavenMania.Games.RhythmRally
whistleBeat = game.targetBeat + 0.5f;
}
game.ball.SetActive(false);
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) });
}

View file

@ -23,6 +23,7 @@ namespace RhythmHeavenMania.Games.RhythmRally
public BezierCurve3D serveCurve;
public BezierCurve3D returnCurve;
public BezierCurve3D tossCurve;
public BezierCurve3D missCurve;
public GameObject ballHitFX;
@ -39,6 +40,7 @@ namespace RhythmHeavenMania.Games.RhythmRally
public float serveBeat;
public float targetBeat;
public float tossBeat;
public float missBeat;
public float tossLength;
private bool inPose;
@ -146,9 +148,9 @@ namespace RhythmHeavenMania.Games.RhythmRally
if (!missed)
{
float curveHeight = 1f;
if (rallySpeed == RallySpeed.Fast && served)
curveHeight = 0.5f;
float curveHeight = 1.25f;
if ((rallySpeed == RallySpeed.Fast && served) || rallySpeed == RallySpeed.SuperFast)
curveHeight = 0.75f;
else if (rallySpeed == RallySpeed.Fast && !served && hitPosition1 >= 1f)
curveHeight = 2f;
else if (rallySpeed == RallySpeed.Slow)
@ -156,6 +158,10 @@ namespace RhythmHeavenMania.Games.RhythmRally
curveToUse.transform.localScale = new Vector3(1f, curveHeight, 1f);
ball.transform.position = curveToUse.GetPoint(Mathf.Max(0, curvePosition));
// Make ball inactive before it passes through the floor.
if (curvePosition > 1.05f)
ball.SetActive(false);
}
else
{
@ -163,6 +169,14 @@ namespace RhythmHeavenMania.Games.RhythmRally
{
TossUpdate(tossBeat, tossLength);
}
else
{
var missPosition = cond.GetPositionFromBeat(missBeat, 1f);
ball.transform.position = missCurve.GetPoint(Mathf.Max(0, missPosition));
if (missPosition > 1f)
ball.SetActive(false);
}
}
// TODO: Make conditional so ball shadow only appears when over table.
@ -189,10 +203,19 @@ namespace RhythmHeavenMania.Games.RhythmRally
// Check if paddler should do ready animation.
bool readyToPrep;
if (rallySpeed == RallySpeed.Slow || (!served && rallySpeed == RallySpeed.Fast))
readyToPrep = timeBeforeNextHit <= 2f;
else
readyToPrep = timeBeforeNextHit <= 1f;
switch (rallySpeed)
{
case RallySpeed.Slow:
case RallySpeed.Fast:
readyToPrep = timeBeforeNextHit <= 2f;
break;
case RallySpeed.SuperFast:
readyToPrep = timeBeforeNextHit <= 0.5f;
break;
default:
readyToPrep = timeBeforeNextHit <= 1f;
break;
}
// Paddler ready animation.
if (readyToPrep && !opponentServing && !inPose)
@ -264,6 +287,9 @@ namespace RhythmHeavenMania.Games.RhythmRally
if (!ball.activeSelf)
ball.SetActive(true);
if (!ballTrail.gameObject.activeSelf)
ballTrail.gameObject.SetActive(true);
served = true;
missed = false;
started = true;
@ -301,6 +327,9 @@ namespace RhythmHeavenMania.Games.RhythmRally
public void Toss(float beat, float length, float height, bool firstToss = false)
{
// Hide trail while tossing to prevent weirdness while teleporting ball.
ballTrail.gameObject.SetActive(false);
tossCurve.transform.localScale = new Vector3(1f, height, 1f);
tossBeat = beat;
tossLength = length;
@ -313,25 +342,15 @@ namespace RhythmHeavenMania.Games.RhythmRally
if (!ball.activeSelf)
ball.SetActive(true);
StartCoroutine(TossTrailCo());
}
// Hide the trail for one frame to avoid shenanigans when teleporting the ball.
IEnumerator TossTrailCo()
{
ballTrail.emitting = false;
TossUpdate(tossBeat, tossLength);
yield return null;
ballTrail.emitting = true;
}
private void TossUpdate(float beat, float duration)
{
var tossPosition = Conductor.instance.GetPositionFromBeat(beat, duration);
ball.transform.position = tossCurve.GetPoint(Mathf.Clamp(tossPosition, 0, 1));
if (tossPosition > 1.05f)
ball.SetActive(false);
}
public void PlayWhistle()

View file

@ -330,7 +330,7 @@ namespace RhythmHeavenMania
} ),
}),
new Minigame("rhythmRally", "Rhythm Rally \n<color=#eb5454>[WIP don't use]</color>", "FFFFFF", true, false, new List<GameAction>()
new Minigame("rhythmRally", "Rhythm Rally", "FFFFFF", true, false, new List<GameAction>()
{
new GameAction("bop", delegate { RhythmRally.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
new GameAction("whistle", delegate { RhythmRally.instance.PlayWhistle(); }, 0.5f),