From 5e74129a821675f081156893765954b722fe40a7 Mon Sep 17 00:00:00 2001 From: minenice55 Date: Thu, 4 Jan 2024 21:07:27 -0500 Subject: [PATCH] Rhythm Rally Graphical Overhaul (#607) * new model * prefab done fixes to camera, bops and player input * todo note * re-organize some assets --- Assets/Resources/Games/rhythmRally.prefab | 5334 ++++++++++++++++- .../Games/RhythmRally/materials/Ball.mat | 9 +- .../RhythmRally/materials/ball_trail.mat | 10 +- .../Games/RhythmRally/materials/body.mat | 32 +- .../Games/RhythmRally/materials/body.png.meta | 6 +- .../Games/RhythmRally/materials/bodyEmm.mat | 80 + .../bodyEmm.mat.meta} | 2 +- .../{Testing.meta => materials/field.meta} | 4 +- .../materials/field/L_stage.png.meta | 123 + .../field/L_stage_shadow.png.meta} | 17 +- .../RhythmRally/materials/field/cakeDv.mat | 82 + .../materials/field/cakeDv.mat.meta | 8 + .../field/cakeMt_mat.mat} | 70 +- .../materials/field/cakeMt_mat.mat.meta | 8 + .../RhythmRally/materials/{ => field}/net.mat | 0 .../materials/{ => field}/net.mat.meta | 0 .../materials/field/shadowMt_mat.mat | 85 + .../materials/field/shadowMt_mat.mat.meta | 8 + .../materials/{ => field}/stand.mat | 25 +- .../materials/{ => field}/stand.mat.meta | 0 .../materials/{ => field}/stand.png.meta | 0 .../materials/field/str_Mt_mat.mat | 82 + .../materials/field/str_Mt_mat.mat.meta | 8 + ...al_model.obj.meta => stageLmodel.fbx.meta} | 33 +- Assets/Scripts/Games/RhythmRally/Paddlers.cs | 14 +- .../Scripts/Games/RhythmRally/RhythmRally.cs | 100 +- 26 files changed, 5765 insertions(+), 375 deletions(-) create mode 100644 Assets/Resources/Models/Games/RhythmRally/materials/bodyEmm.mat rename Assets/Resources/Models/Games/RhythmRally/{Testing/tutorial_stage.mat.meta => materials/bodyEmm.mat.meta} (79%) rename Assets/Resources/Models/Games/RhythmRally/{Testing.meta => materials/field.meta} (59%) create mode 100644 Assets/Resources/Models/Games/RhythmRally/materials/field/L_stage.png.meta rename Assets/Resources/Models/Games/RhythmRally/{Testing/tutorial_stage.png.meta => materials/field/L_stage_shadow.png.meta} (91%) create mode 100644 Assets/Resources/Models/Games/RhythmRally/materials/field/cakeDv.mat create mode 100644 Assets/Resources/Models/Games/RhythmRally/materials/field/cakeDv.mat.meta rename Assets/Resources/Models/Games/RhythmRally/{Testing/tutorial_stage.mat => materials/field/cakeMt_mat.mat} (53%) create mode 100644 Assets/Resources/Models/Games/RhythmRally/materials/field/cakeMt_mat.mat.meta rename Assets/Resources/Models/Games/RhythmRally/materials/{ => field}/net.mat (100%) rename Assets/Resources/Models/Games/RhythmRally/materials/{ => field}/net.mat.meta (100%) create mode 100644 Assets/Resources/Models/Games/RhythmRally/materials/field/shadowMt_mat.mat create mode 100644 Assets/Resources/Models/Games/RhythmRally/materials/field/shadowMt_mat.mat.meta rename Assets/Resources/Models/Games/RhythmRally/materials/{ => field}/stand.mat (89%) rename Assets/Resources/Models/Games/RhythmRally/materials/{ => field}/stand.mat.meta (100%) rename Assets/Resources/Models/Games/RhythmRally/materials/{ => field}/stand.png.meta (100%) create mode 100644 Assets/Resources/Models/Games/RhythmRally/materials/field/str_Mt_mat.mat create mode 100644 Assets/Resources/Models/Games/RhythmRally/materials/field/str_Mt_mat.mat.meta rename Assets/Resources/Models/Games/RhythmRally/{Testing/stage_tutorial_model.obj.meta => stageLmodel.fbx.meta} (73%) diff --git a/Assets/Resources/Games/rhythmRally.prefab b/Assets/Resources/Games/rhythmRally.prefab index 52cf4fcb..69e44083 100644 --- a/Assets/Resources/Games/rhythmRally.prefab +++ b/Assets/Resources/Games/rhythmRally.prefab @@ -34,8 +34,8 @@ Transform: - 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blendShapeNormalImportMode: 1 + blendShapeNormalImportMode: 0 normalSmoothingSource: 0 referencedClips: [] importAnimation: 1 @@ -85,7 +103,7 @@ ModelImporter: armStretch: 0.05 legStretch: 0.05 feetSpacing: 0 - globalScale: 1 + globalScale: 0.425 rootMotionBoneName: hasTranslationDoF: 0 hasExtraRoot: 0 @@ -96,7 +114,8 @@ ModelImporter: humanoidOversampling: 1 avatarSetup: 0 addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 additionalBone: 0 userData: - assetBundleName: + assetBundleName: ntrpingpong/common assetBundleVariant: diff --git a/Assets/Scripts/Games/RhythmRally/Paddlers.cs b/Assets/Scripts/Games/RhythmRally/Paddlers.cs index ece5cfeb..77703741 100644 --- a/Assets/Scripts/Games/RhythmRally/Paddlers.cs +++ b/Assets/Scripts/Games/RhythmRally/Paddlers.cs @@ -16,6 +16,9 @@ namespace HeavenStudio.Games.Scripts_RhythmRally private Animator opponentAnim; private Conductor cond; + public bool PlayerDown { get { return playerDown; } } + bool playerDown = false; + public void Init() { game = RhythmRally.instance; @@ -31,20 +34,23 @@ namespace HeavenStudio.Games.Scripts_RhythmRally if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicPress)) { playerAnim.Play("Ready1"); + playerDown = true; } if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicRelease)) { playerAnim.Play("UnReady1"); + playerDown = false; } } else { - if (!game.served || game.missed || !game.started) return; + if (!game.started) return; } if (PlayerInput.GetIsAction(RhythmRally.InputAction_FlickPress) && !game.IsExpectingInputNow(RhythmRally.InputAction_FlickPress)) { // Play "whoosh" sound here playerAnim.DoScaledAnimationAsync("Swing", 0.5f); + playerDown = false; } } @@ -65,7 +71,8 @@ namespace HeavenStudio.Games.Scripts_RhythmRally bounceBeat = game.serveBeat + game.targetBeat + 0.5f; } - playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ; + playerAnim.DoScaledAnimationAsync("Swing", 0.5f); + playerDown = false; MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Return", hitBeat), new MultiSound.Sound("rhythmRally/ReturnBounce", bounceBeat) }); BounceFX(bounceBeat); game.ball.SetActive(true); @@ -75,7 +82,8 @@ namespace HeavenStudio.Games.Scripts_RhythmRally { MissBall(); SoundByte.PlayOneShot("miss"); - playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ; + playerAnim.DoScaledAnimationAsync("Swing", 0.5f); + playerDown = false; game.missCurve.KeyPoints[0].Position = game.ball.transform.position; game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f); diff --git a/Assets/Scripts/Games/RhythmRally/RhythmRally.cs b/Assets/Scripts/Games/RhythmRally/RhythmRally.cs index 8bb9d1cf..9d08c54c 100644 --- a/Assets/Scripts/Games/RhythmRally/RhythmRally.cs +++ b/Assets/Scripts/Games/RhythmRally/RhythmRally.cs @@ -2,11 +2,12 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using NaughtyBezierCurves; -using DG.Tweening; using HeavenStudio.Util; using HeavenStudio.InputSystem; +using Jukebox; + namespace HeavenStudio.Games.Loaders { using static Minigames; @@ -88,18 +89,32 @@ namespace HeavenStudio.Games.Loaders { function = delegate { var e = eventCaller.currentEntity; - var rotation = new Vector3(0, e["valA"], 0); - RhythmRally.instance.ChangeCameraAngle(rotation, e["valB"], e.length, (Ease)e["type"], (RotateMode)e["type2"]); + // var rotation = new Vector3(0, e["valA"], 0); + RhythmRally.instance.ChangeCameraAngle(e.beat, e["valA"], e["valB"], e.length, (Util.EasingFunction.Ease)e["type"]); }, defaultLength = 4, resizable = true, parameters = new List() { new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle", "The rotation of the camera around the center of the table"), new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "The camera's level of zoom (Lower value = Zoomed in)"), - new Param("type", Ease.Linear, "Ease", "The easing function to use"), - new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use") + new Param("type", Util.EasingFunction.Ease.Linear, "Ease", "The easing function to use"), + // new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use") } }, + // todo: background recolouring + // new GameAction("bg colour", "Background Colour") + // { + // function = delegate { + // var e = eventCaller.currentEntity; + // }, + // defaultLength = 1, + // resizable = true, + // parameters = new List() { + // new Param("bottomColour", new Color(0,0,0,0), "Bottom Colour", "The colour at the bottom of the skybox"), + // new Param("topColour", new Color(1,1,1,1), "Top Colour", "The colour at the top of the skybox"), + // new Param("type", Util.EasingFunction.Ease.Linear, "Ease", "The easing function to use"), + // } + // }, }, new List() { "ntr", "keep" }, "ntrpingpong", "en", @@ -125,7 +140,7 @@ namespace HeavenStudio.Games [Header("Ball and curve info")] public GameObject ball; public GameObject ballShadow; - public TrailRenderer ballTrail; + public ParticleSystem ballTrail; public BezierCurve3D serveCurve; public BezierCurve3D returnCurve; public BezierCurve3D tossCurve; @@ -167,8 +182,19 @@ namespace HeavenStudio.Games SetupBopRegion("rhythmRally", "bop", "bopAuto"); } + private void Start() + { + EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble); + } + const float tableHitTime = 0.58f; bool opponentServing = false; // Opponent serving this frame? + double cameraRotateBeat = double.MaxValue; + double cameraRotateLength; + Util.EasingFunction.Ease cameraRotateEase; + float cameraRotateLast = 0, cameraScaleLast = 1; + float cameraRotateNext = 0, cameraScaleNext = 1; + void Update() { var cond = Conductor.instance; @@ -274,10 +300,8 @@ namespace HeavenStudio.Games } } - // TODO: Make conditional so ball shadow only appears when over table. ballShadow.transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z); - var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat; // Check if the opponent should swing. @@ -342,7 +366,8 @@ namespace HeavenStudio.Games } // If player never swung and is still in ready state, snap them out of it. - if (missed && playerState.IsName("Ready1")) + // only if they're not manually preparing via touch controls + if (missed && playerState.IsName("Ready1") && (!paddlers.PlayerDown)) playerAnim.Play("Beat"); } } @@ -358,6 +383,47 @@ namespace HeavenStudio.Games opponentServing = false; //update camera + UpdateCamera(currentBeat); + } + + public override void OnPlay(double beat) + { + EntityPreCheck(beat); + } + + void EntityPreCheck(double beat) + { + cameraRotateBeat = double.MaxValue; + cameraRotateLength = 0; + cameraRotateEase = Util.EasingFunction.Ease.Linear; + cameraRotateLast = 0; cameraScaleLast = 1; + cameraRotateNext = 0; cameraScaleNext = 1; + + List prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat < beat && c.datamodel.Split(0) == "rhythmRally"); + RiqEntity lastGameSwitch = GameManager.instance.Beatmap.Entities.FindLast(c => c.beat <= beat && c.datamodel == "gameManager/switchGame/rhythmRally"); + + if (lastGameSwitch == null) return; + List cameraEntities = prevEntities.FindAll(c => c.beat >= lastGameSwitch.beat && c.datamodel == "rhythmRally/camera"); + + foreach (var entity in cameraEntities) + { + ChangeCameraAngle(entity.beat, entity["valA"], entity["valB"], entity.length, (Util.EasingFunction.Ease)entity["type"]); + } + + UpdateCamera(beat); + } + + void UpdateCamera(double beat) + { + if (beat >= cameraRotateBeat) + { + Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cameraRotateEase); + float rotProg = Conductor.instance.GetPositionFromBeat(cameraRotateBeat, cameraRotateLength, true); + float rot = func(cameraRotateLast, cameraRotateNext, rotProg); + cameraPivot.rotation = Quaternion.Euler(0, rot, 0); + cameraPivot.localScale = Vector3.one * func(cameraScaleLast, cameraScaleNext, rotProg); + } + GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f); GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles; GameCamera.AdditionalFoV = cameraFOV; @@ -395,10 +461,10 @@ namespace HeavenStudio.Games bool playerPrepping = false; // Player using prep animation? bool opponentPrepping = false; // Opponent using prep animation? - if (!playerPrepping && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat"))) + if ((!playerPrepping) && (!paddlers.PlayerDown) && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat"))) playerAnim.DoScaledAnimationAsync("Beat", 0.5f); - if (!opponentPrepping && !opponentServing && !tossing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat"))) + if ((!opponentPrepping) && (!opponentServing) && (!tossing) && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat"))) opponentAnim.DoScaledAnimationAsync("Beat", 0.5f); } @@ -492,11 +558,15 @@ namespace HeavenStudio.Games inPose = true; } - public void ChangeCameraAngle(Vector3 rotation, float camZoom, float length, Ease ease, RotateMode rotateMode) + public void ChangeCameraAngle(double beat, float rotation, float camZoom, double length, Util.EasingFunction.Ease ease) { - var len = length * Conductor.instance.secPerBeat; - cameraPivot.DORotate(rotation, len, rotateMode).SetEase(ease); - cameraPivot.DOScale(camZoom, len).SetEase(ease); + cameraRotateBeat = beat; + cameraRotateLength = length; + cameraRotateEase = ease; + cameraRotateLast = cameraRotateNext; + cameraScaleLast = cameraScaleNext; + cameraRotateNext = rotation; + cameraScaleNext = camZoom; } public void PrepareFastRally(double beat, RallySpeed speedChange, bool muteAudio = false)