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Rhythm Rally Graphical Overhaul (#607)
* new model * prefab done fixes to camera, bops and player input * todo note * re-organize some assets
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26 changed files with 5765 additions and 375 deletions
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type: UnityEngine:Material
|
||||||
|
assembly: UnityEngine.CoreModule
|
||||||
|
name: shadowMt_mat
|
||||||
|
second: {fileID: 2100000, guid: 980294f1ede904841840bb6e34b4f097, type: 2}
|
||||||
|
- first:
|
||||||
|
type: UnityEngine:Material
|
||||||
|
assembly: UnityEngine.CoreModule
|
||||||
|
name: str_Mt_mat
|
||||||
|
second: {fileID: 2100000, guid: 027d1098f5f0e17468be9faa0fb19df3, type: 2}
|
||||||
materials:
|
materials:
|
||||||
materialImportMode: 2
|
materialImportMode: 2
|
||||||
materialName: 0
|
materialName: 0
|
||||||
|
@ -14,6 +29,7 @@ ModelImporter:
|
||||||
bakeSimulation: 0
|
bakeSimulation: 0
|
||||||
resampleCurves: 1
|
resampleCurves: 1
|
||||||
optimizeGameObjects: 0
|
optimizeGameObjects: 0
|
||||||
|
removeConstantScaleCurves: 1
|
||||||
motionNodeName:
|
motionNodeName:
|
||||||
rigImportErrors:
|
rigImportErrors:
|
||||||
rigImportWarnings:
|
rigImportWarnings:
|
||||||
|
@ -34,7 +50,7 @@ ModelImporter:
|
||||||
isReadable: 0
|
isReadable: 0
|
||||||
meshes:
|
meshes:
|
||||||
lODScreenPercentages: []
|
lODScreenPercentages: []
|
||||||
globalScale: 1
|
globalScale: 0.425
|
||||||
meshCompression: 0
|
meshCompression: 0
|
||||||
addColliders: 0
|
addColliders: 0
|
||||||
useSRGBMaterialColor: 1
|
useSRGBMaterialColor: 1
|
||||||
|
@ -43,6 +59,7 @@ ModelImporter:
|
||||||
importBlendShapes: 1
|
importBlendShapes: 1
|
||||||
importCameras: 1
|
importCameras: 1
|
||||||
importLights: 1
|
importLights: 1
|
||||||
|
nodeNameCollisionStrategy: 1
|
||||||
fileIdsGeneration: 2
|
fileIdsGeneration: 2
|
||||||
swapUVChannels: 0
|
swapUVChannels: 0
|
||||||
generateSecondaryUV: 0
|
generateSecondaryUV: 0
|
||||||
|
@ -54,6 +71,7 @@ ModelImporter:
|
||||||
skinWeightsMode: 0
|
skinWeightsMode: 0
|
||||||
maxBonesPerVertex: 4
|
maxBonesPerVertex: 4
|
||||||
minBoneWeight: 0.001
|
minBoneWeight: 0.001
|
||||||
|
optimizeBones: 1
|
||||||
meshOptimizationFlags: -1
|
meshOptimizationFlags: -1
|
||||||
indexFormat: 0
|
indexFormat: 0
|
||||||
secondaryUVAngleDistortion: 8
|
secondaryUVAngleDistortion: 8
|
||||||
|
@ -70,7 +88,7 @@ ModelImporter:
|
||||||
tangentImportMode: 3
|
tangentImportMode: 3
|
||||||
normalCalculationMode: 4
|
normalCalculationMode: 4
|
||||||
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
|
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
|
||||||
blendShapeNormalImportMode: 1
|
blendShapeNormalImportMode: 0
|
||||||
normalSmoothingSource: 0
|
normalSmoothingSource: 0
|
||||||
referencedClips: []
|
referencedClips: []
|
||||||
importAnimation: 1
|
importAnimation: 1
|
||||||
|
@ -85,7 +103,7 @@ ModelImporter:
|
||||||
armStretch: 0.05
|
armStretch: 0.05
|
||||||
legStretch: 0.05
|
legStretch: 0.05
|
||||||
feetSpacing: 0
|
feetSpacing: 0
|
||||||
globalScale: 1
|
globalScale: 0.425
|
||||||
rootMotionBoneName:
|
rootMotionBoneName:
|
||||||
hasTranslationDoF: 0
|
hasTranslationDoF: 0
|
||||||
hasExtraRoot: 0
|
hasExtraRoot: 0
|
||||||
|
@ -96,7 +114,8 @@ ModelImporter:
|
||||||
humanoidOversampling: 1
|
humanoidOversampling: 1
|
||||||
avatarSetup: 0
|
avatarSetup: 0
|
||||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||||
|
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||||
additionalBone: 0
|
additionalBone: 0
|
||||||
userData:
|
userData:
|
||||||
assetBundleName:
|
assetBundleName: ntrpingpong/common
|
||||||
assetBundleVariant:
|
assetBundleVariant:
|
|
@ -16,6 +16,9 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
|
||||||
private Animator opponentAnim;
|
private Animator opponentAnim;
|
||||||
private Conductor cond;
|
private Conductor cond;
|
||||||
|
|
||||||
|
public bool PlayerDown { get { return playerDown; } }
|
||||||
|
bool playerDown = false;
|
||||||
|
|
||||||
public void Init()
|
public void Init()
|
||||||
{
|
{
|
||||||
game = RhythmRally.instance;
|
game = RhythmRally.instance;
|
||||||
|
@ -31,20 +34,23 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
|
||||||
if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicPress))
|
if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicPress))
|
||||||
{
|
{
|
||||||
playerAnim.Play("Ready1");
|
playerAnim.Play("Ready1");
|
||||||
|
playerDown = true;
|
||||||
}
|
}
|
||||||
if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicRelease))
|
if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicRelease))
|
||||||
{
|
{
|
||||||
playerAnim.Play("UnReady1");
|
playerAnim.Play("UnReady1");
|
||||||
|
playerDown = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (!game.served || game.missed || !game.started) return;
|
if (!game.started) return;
|
||||||
}
|
}
|
||||||
if (PlayerInput.GetIsAction(RhythmRally.InputAction_FlickPress) && !game.IsExpectingInputNow(RhythmRally.InputAction_FlickPress))
|
if (PlayerInput.GetIsAction(RhythmRally.InputAction_FlickPress) && !game.IsExpectingInputNow(RhythmRally.InputAction_FlickPress))
|
||||||
{
|
{
|
||||||
// Play "whoosh" sound here
|
// Play "whoosh" sound here
|
||||||
playerAnim.DoScaledAnimationAsync("Swing", 0.5f);
|
playerAnim.DoScaledAnimationAsync("Swing", 0.5f);
|
||||||
|
playerDown = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -65,7 +71,8 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
|
||||||
bounceBeat = game.serveBeat + game.targetBeat + 0.5f;
|
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) });
|
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Return", hitBeat), new MultiSound.Sound("rhythmRally/ReturnBounce", bounceBeat) });
|
||||||
BounceFX(bounceBeat);
|
BounceFX(bounceBeat);
|
||||||
game.ball.SetActive(true);
|
game.ball.SetActive(true);
|
||||||
|
@ -75,7 +82,8 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
|
||||||
{
|
{
|
||||||
MissBall();
|
MissBall();
|
||||||
SoundByte.PlayOneShot("miss");
|
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.KeyPoints[0].Position = game.ball.transform.position;
|
||||||
game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f);
|
game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f);
|
||||||
|
|
|
@ -2,11 +2,12 @@ using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using NaughtyBezierCurves;
|
using NaughtyBezierCurves;
|
||||||
using DG.Tweening;
|
|
||||||
|
|
||||||
using HeavenStudio.Util;
|
using HeavenStudio.Util;
|
||||||
using HeavenStudio.InputSystem;
|
using HeavenStudio.InputSystem;
|
||||||
|
|
||||||
|
using Jukebox;
|
||||||
|
|
||||||
namespace HeavenStudio.Games.Loaders
|
namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
using static Minigames;
|
using static Minigames;
|
||||||
|
@ -88,18 +89,32 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
function = delegate {
|
function = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
var rotation = new Vector3(0, e["valA"], 0);
|
// var rotation = new Vector3(0, e["valA"], 0);
|
||||||
RhythmRally.instance.ChangeCameraAngle(rotation, e["valB"], e.length, (Ease)e["type"], (RotateMode)e["type2"]);
|
RhythmRally.instance.ChangeCameraAngle(e.beat, e["valA"], e["valB"], e.length, (Util.EasingFunction.Ease)e["type"]);
|
||||||
},
|
},
|
||||||
defaultLength = 4,
|
defaultLength = 4,
|
||||||
resizable = true,
|
resizable = true,
|
||||||
parameters = new List<Param>() {
|
parameters = new List<Param>() {
|
||||||
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle", "The rotation of the camera around the center of the table"),
|
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("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("type", Util.EasingFunction.Ease.Linear, "Ease", "The easing function to use"),
|
||||||
new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode 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<Param>() {
|
||||||
|
// 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<string>() { "ntr", "keep" },
|
new List<string>() { "ntr", "keep" },
|
||||||
"ntrpingpong", "en",
|
"ntrpingpong", "en",
|
||||||
|
@ -125,7 +140,7 @@ namespace HeavenStudio.Games
|
||||||
[Header("Ball and curve info")]
|
[Header("Ball and curve info")]
|
||||||
public GameObject ball;
|
public GameObject ball;
|
||||||
public GameObject ballShadow;
|
public GameObject ballShadow;
|
||||||
public TrailRenderer ballTrail;
|
public ParticleSystem ballTrail;
|
||||||
public BezierCurve3D serveCurve;
|
public BezierCurve3D serveCurve;
|
||||||
public BezierCurve3D returnCurve;
|
public BezierCurve3D returnCurve;
|
||||||
public BezierCurve3D tossCurve;
|
public BezierCurve3D tossCurve;
|
||||||
|
@ -167,8 +182,19 @@ namespace HeavenStudio.Games
|
||||||
SetupBopRegion("rhythmRally", "bop", "bopAuto");
|
SetupBopRegion("rhythmRally", "bop", "bopAuto");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble);
|
||||||
|
}
|
||||||
|
|
||||||
const float tableHitTime = 0.58f;
|
const float tableHitTime = 0.58f;
|
||||||
bool opponentServing = false; // Opponent serving this frame?
|
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()
|
void Update()
|
||||||
{
|
{
|
||||||
var cond = Conductor.instance;
|
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);
|
ballShadow.transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z);
|
||||||
|
|
||||||
|
|
||||||
var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat;
|
var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat;
|
||||||
|
|
||||||
// Check if the opponent should swing.
|
// 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 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");
|
playerAnim.Play("Beat");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -358,6 +383,47 @@ namespace HeavenStudio.Games
|
||||||
opponentServing = false;
|
opponentServing = false;
|
||||||
|
|
||||||
//update camera
|
//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<RiqEntity> 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<RiqEntity> 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.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
|
||||||
GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
|
GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
|
||||||
GameCamera.AdditionalFoV = cameraFOV;
|
GameCamera.AdditionalFoV = cameraFOV;
|
||||||
|
@ -395,10 +461,10 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
bool playerPrepping = false; // Player using prep animation?
|
bool playerPrepping = false; // Player using prep animation?
|
||||||
bool opponentPrepping = false; // Opponent 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);
|
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);
|
opponentAnim.DoScaledAnimationAsync("Beat", 0.5f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -492,11 +558,15 @@ namespace HeavenStudio.Games
|
||||||
inPose = true;
|
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;
|
cameraRotateBeat = beat;
|
||||||
cameraPivot.DORotate(rotation, len, rotateMode).SetEase(ease);
|
cameraRotateLength = length;
|
||||||
cameraPivot.DOScale(camZoom, len).SetEase(ease);
|
cameraRotateEase = ease;
|
||||||
|
cameraRotateLast = cameraRotateNext;
|
||||||
|
cameraScaleLast = cameraScaleNext;
|
||||||
|
cameraRotateNext = rotation;
|
||||||
|
cameraScaleNext = camZoom;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PrepareFastRally(double beat, RallySpeed speedChange, bool muteAudio = false)
|
public void PrepareFastRally(double beat, RallySpeed speedChange, bool muteAudio = false)
|
||||||
|
|
Loading…
Reference in a new issue