Crop Stomp: Basic stomping

This commit is contained in:
Jenny Crowe 2022-02-28 01:33:11 -07:00
parent 4ea1e3f1ff
commit 5871716bd1
19 changed files with 1280 additions and 153 deletions

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@ -1,6 +1,7 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using DG.Tweening;
using RhythmHeavenMania.Util; using RhythmHeavenMania.Util;
@ -18,6 +19,7 @@ namespace RhythmHeavenMania.Games.CropStomp
private float marchOffset; private float marchOffset;
private int currentMarchBeat; private int currentMarchBeat;
private int stepCount; private int stepCount;
private bool isStepping;
public bool isMarching => marchStartBeat != -1f && Conductor.instance.isPlaying; public bool isMarching => marchStartBeat != -1f && Conductor.instance.isPlaying;
@ -26,6 +28,9 @@ namespace RhythmHeavenMania.Games.CropStomp
public SpriteRenderer grass; public SpriteRenderer grass;
public Transform grassTrans; public Transform grassTrans;
public Transform scrollingHolder; public Transform scrollingHolder;
public Farmer farmer;
private Tween shakeTween;
public static CropStomp instance; public static CropStomp instance;
@ -58,10 +63,18 @@ namespace RhythmHeavenMania.Games.CropStomp
// Step. // Step.
if (currentMarchBeat % 2 != 0) if (currentMarchBeat % 2 != 0)
{ {
stepCount += 1; // Don't step if already stomped.
var stepAnim = (stepCount % 2 != 0 ? "StepFront" : "StepBack"); if (!isStepping)
{
stepCount += 1;
var stepAnim = (stepCount % 2 != 0 ? "StepFront" : "StepBack");
legsAnim.Play(stepAnim, 0, 0); legsAnim.Play(stepAnim, 0, 0);
isStepping = true;
}
Jukebox.PlayOneShotGame("cropStomp/hmm");
} }
// Lift. // Lift.
else else
@ -71,6 +84,8 @@ namespace RhythmHeavenMania.Games.CropStomp
var farmerPos = farmerTrans.localPosition; var farmerPos = farmerTrans.localPosition;
farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z); farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z);
isStepping = false;
} }
} }
@ -94,6 +109,30 @@ namespace RhythmHeavenMania.Games.CropStomp
marchOffset = (marchStartBeat % 1) * Conductor.instance.secPerBeat / Conductor.instance.musicSource.pitch; marchOffset = (marchStartBeat % 1) * Conductor.instance.secPerBeat / Conductor.instance.musicSource.pitch;
currentMarchBeat = 0; currentMarchBeat = 0;
stepCount = 0; stepCount = 0;
farmer.nextStompBeat = beat;
}
public void Stomp()
{
// Don't increment step counter if autostep stepped already.
if (!isStepping)
stepCount += 1;
var stompAnim = (stepCount % 2 != 0 ? "StompFront" : "StompBack");
legsAnim.Play(stompAnim, 0, 0);
Jukebox.PlayOneShotGame("cropStomp/stomp");
if (shakeTween != null)
shakeTween.Kill(true);
var camTrans = GameCamera.instance.transform;
camTrans.localPosition = new Vector3(camTrans.localPosition.x, 0.75f, camTrans.localPosition.z);
camTrans.DOLocalMoveY(0f, 0.5f).SetEase(Ease.OutElastic, 1f);
isStepping = true;
} }
} }
} }

View file

@ -0,0 +1,52 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.CropStomp
{
public class Farmer : PlayerActionObject
{
public float nextStompBeat;
private CropStomp game;
private void Start()
{
game = CropStomp.instance;
}
private void Update()
{
if (!game.isMarching)
return;
float normalizedBeat = Conductor.instance.GetPositionFromMargin(nextStompBeat, 1f);
StateCheck(normalizedBeat);
if (normalizedBeat > Minigame.LateTime())
{
nextStompBeat += 2f;
ResetState();
return;
}
if (PlayerInput.Pressed())
{
if (state.perfect)
{
game.Stomp();
nextStompBeat += 2f;
ResetState();
}
else if (state.notPerfect())
{
nextStompBeat += 2f;
ResetState();
}
}
}
}
}

View file

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@ -19,6 +19,8 @@ namespace RhythmHeavenMania.Games
public bool isEligible; //value never used for anything public bool isEligible; //value never used for anything
private bool autoPlayEnabledOnStart; //value never used for anything private bool autoPlayEnabledOnStart; //value never used for anything
public bool triggersAutoplay = true;
public void PlayerActionInit(GameObject g, float createBeat) public void PlayerActionInit(GameObject g, float createBeat)
{ {
state.gameObject = g; state.gameObject = g;
@ -31,7 +33,7 @@ namespace RhythmHeavenMania.Games
{ {
if (aceTimes == 0) if (aceTimes == 0)
{ {
if ((GameManager.instance.autoplay || autoPlay) && normalizedBeat > 0.99f) if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && normalizedBeat > 0.99f)
{ {
OnAce(); OnAce();
if (!autoPlay) if (!autoPlay)