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Built To Scale (Wii) (#804)
* prefab * Spawn Rod * Shoot Rod * Square * Shoot Rod EX * Custom Bounce * Fix spawn * fix animation * Change Block * Change Block Animation * Destroy Square * Fix block's transition * Shoot Rod (mute) * High Curve * animation tweaks, revert to old spritesheet * more accurate placement * more animations * finished anims * all animations done * shake more * Minor correction * fixed square rotations * upscale * icon * Add miss curve and Toggle Blocks --------- Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
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8
Assets/Scripts/Games/BuiltToScaleRvl.meta
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8
Assets/Scripts/Games/BuiltToScaleRvl.meta
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|
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137
Assets/Scripts/Games/BuiltToScaleRvl/Block.cs
Normal file
137
Assets/Scripts/Games/BuiltToScaleRvl/Block.cs
Normal file
|
@ -0,0 +1,137 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using NaughtyBezierCurves;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
||||
{
|
||||
using HeavenStudio.Util;
|
||||
public class Block : MonoBehaviour
|
||||
{
|
||||
public int position;
|
||||
private Animator blockAnim;
|
||||
|
||||
[System.NonSerialized] public bool isOpen = false;
|
||||
[System.NonSerialized] public bool isPrepare = false;
|
||||
private double closeBeat = double.MinValue, shootBeat = double.MinValue;
|
||||
|
||||
private Vector3 _thisPosition;
|
||||
private Vector3 _otherPosition;
|
||||
[SerializeField] private float _slideOffset;
|
||||
|
||||
private Coroutine _currentMove;
|
||||
|
||||
private BuiltToScaleRvl game;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_thisPosition = transform.localPosition;
|
||||
_otherPosition = _thisPosition + new Vector3(0, _slideOffset);
|
||||
game = BuiltToScaleRvl.instance;
|
||||
blockAnim = GetComponent<Animator>();
|
||||
if (!BuiltToScaleRvl.IsPositionInRange(position)) position = 0;
|
||||
}
|
||||
|
||||
public void Move(double beat, double length, bool inToScene, int ease)
|
||||
{
|
||||
if (_currentMove != null) StopCoroutine(_currentMove);
|
||||
_currentMove = StartCoroutine(MoveCo(beat, length, inToScene, ease));
|
||||
}
|
||||
|
||||
private IEnumerator MoveCo(double beat, double length, bool inToScene, int ease)
|
||||
{
|
||||
if (length <= 0)
|
||||
{
|
||||
transform.localPosition = inToScene ? _thisPosition : _otherPosition;
|
||||
yield break;
|
||||
}
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(beat, length, false);
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)ease);
|
||||
while (normalized <= 1f)
|
||||
{
|
||||
normalized = Conductor.instance.GetPositionFromBeat(beat, length);
|
||||
float newPosY = func(inToScene ? _otherPosition.y : _thisPosition.y, inToScene ? _thisPosition.y : _otherPosition.y, normalized);
|
||||
transform.localPosition = new Vector3(_thisPosition.x, newPosY, _thisPosition.z);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
public void Bounce(double beat)
|
||||
{
|
||||
SoundByte.PlayOneShotGame(position switch {
|
||||
0 => "builtToScaleRvl/left",
|
||||
1 => "builtToScaleRvl/middleLeft",
|
||||
2 => "builtToScaleRvl/middleRight",
|
||||
3 => "builtToScaleRvl/right",
|
||||
_ => throw new System.NotImplementedException()
|
||||
});
|
||||
blockAnim.Play("bounce", 0, 0);
|
||||
if (closeBeat < beat) closeBeat = beat;
|
||||
}
|
||||
public void BounceNearlyMiss()
|
||||
{
|
||||
blockAnim.Play("open", 0, 0);
|
||||
}
|
||||
public void BounceMiss()
|
||||
{
|
||||
if (isOpen) {
|
||||
blockAnim.Play("miss_open", 0, 0);
|
||||
} else {
|
||||
blockAnim.Play("miss", 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void Prepare(double beat)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/playerRetract");
|
||||
if (PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Pad) {
|
||||
blockAnim.Play("prepare B", 0, 0);
|
||||
} else {
|
||||
blockAnim.Play("prepare AB", 0, 0);
|
||||
}
|
||||
isOpen = false;
|
||||
isPrepare = true;
|
||||
shootBeat = beat;
|
||||
}
|
||||
public void Shoot()
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/shoot");
|
||||
blockAnim.Play("shoot", 0, 0);
|
||||
isPrepare = false;
|
||||
}
|
||||
public void ShootNearlyMiss()
|
||||
{
|
||||
if (PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Pad) {
|
||||
blockAnim.Play("shoot miss B", 0, 0);
|
||||
} else {
|
||||
blockAnim.Play("shoot miss AB", 0, 0);
|
||||
}
|
||||
isPrepare = false;
|
||||
}
|
||||
public void ShootMiss()
|
||||
{
|
||||
if (!isPrepare) return;
|
||||
if (PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Pad) {
|
||||
blockAnim.Play("shoot miss B", 0, 0);
|
||||
} else {
|
||||
blockAnim.Play("shoot miss AB", 0, 0);
|
||||
}
|
||||
isPrepare = false;
|
||||
}
|
||||
|
||||
public void Open()
|
||||
{
|
||||
if (isPrepare) return;
|
||||
blockAnim.Play("open", 0, 0);
|
||||
isOpen = true;
|
||||
}
|
||||
public void Idle(double beat = double.MinValue)
|
||||
{
|
||||
if (closeBeat > beat || shootBeat >= beat) return;
|
||||
blockAnim.Play("idle", 0, 0);
|
||||
isOpen = false;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/BuiltToScaleRvl/Block.cs.meta
Normal file
11
Assets/Scripts/Games/BuiltToScaleRvl/Block.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: af1ad68da0d45f4459bc6f243a8749c0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
530
Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs
Normal file
530
Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs
Normal file
|
@ -0,0 +1,530 @@
|
|||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using NaughtyBezierCurves;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using HeavenStudio.InputSystem;
|
||||
|
||||
using Jukebox;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
using static Minigames;
|
||||
public static class RvlBuiltLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("builtToScaleRvl", "Built To Scale (Wii)", "1ad21a", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("spawn rod", "Spawn Rod")
|
||||
{
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("direction", BuiltToScaleRvl.Direction.Left, "Direction", "Set the direction in which the rod will come out."),
|
||||
new Param("id", new EntityTypes.Integer(1, 4, 0), "Rod ID", "Set the ID of the rod to spawn. Rods with the same ID cannot spawn at the same time."),
|
||||
},
|
||||
},
|
||||
new GameAction("shoot rod", "Shoot Rod")
|
||||
{
|
||||
defaultLength = 1f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("id", new EntityTypes.Integer(1, 4, 0), "Rod ID", "Set the ID of the rod to shoot."),
|
||||
new Param("mute", false, "Mute", "Toggle if the cue should be muted."),
|
||||
},
|
||||
},
|
||||
new GameAction("out sides", "Bounce Out Sides")
|
||||
{
|
||||
defaultLength = 1f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("id", new EntityTypes.Integer(1, 4, 0), "Rod ID", "Set the ID of the rod to out."),
|
||||
},
|
||||
},
|
||||
new GameAction("custom spawn", "Custom Spawn Rod")
|
||||
{
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("direction", BuiltToScaleRvl.Direction.Left, "Direction", "Set the direction in which the rod will come out."),
|
||||
new Param("target", BuiltToScaleRvl.TargetBlock.First, "Target", "Set the target in which the rod will bounce."),
|
||||
new Param("id", new EntityTypes.Integer(1, 4, 0), "Rod ID", "Set the ID of the rod to spawn. Rods with the same ID cannot spawn at the same time."),
|
||||
},
|
||||
},
|
||||
new GameAction("custom bounce", "Custom Bounce")
|
||||
{
|
||||
defaultLength = 1f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("target", BuiltToScaleRvl.Target.First, "Target", "Set the target in which the rod will bounce."),
|
||||
new Param("id", new EntityTypes.Integer(1, 4, 0), "Rod ID", "Set the ID of the rod to bounce."),
|
||||
},
|
||||
},
|
||||
new GameAction("presence", "Toggle Blocks")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.instance.ToggleBlocksPresence(e.beat, e.length, e["in"], e["ease"], e["first"], e["second"], e["third"], e["fourth"]); },
|
||||
defaultLength = 2f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("first", false, "First Block", "Toggle if this block should be animated."),
|
||||
new Param("second", false, "Second Block", "Toggle if this block should be animated."),
|
||||
new Param("third", false, "Third Block", "Toggle if this block should be animated."),
|
||||
new Param("fourth", false, "Fourth Block", "Toggle if this block should be animated."),
|
||||
new Param("in", false, "In / Out", "Toggle if blocks should be present."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
||||
}
|
||||
},
|
||||
}, new List<string>() { "rvl", "normal" }, "rvlbuilt", "en", new List<string>() { });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_BuiltToScaleRvl;
|
||||
public class BuiltToScaleRvl : Minigame
|
||||
{
|
||||
[SerializeField] Block[] blocks;
|
||||
[SerializeField] GameObject baseRod;
|
||||
[SerializeField] GameObject baseLeftSquare;
|
||||
[SerializeField] GameObject baseRightSquare;
|
||||
[SerializeField] GameObject baseAssembled;
|
||||
[SerializeField] Transform widgetHolder;
|
||||
|
||||
public enum Direction {
|
||||
Left,
|
||||
Right,
|
||||
}
|
||||
public enum Target {
|
||||
OuterLeft = 0,
|
||||
First,
|
||||
Second,
|
||||
Third,
|
||||
Fourth,
|
||||
OuterRight,
|
||||
}
|
||||
public enum TargetBlock {
|
||||
First = 1,
|
||||
Second,
|
||||
Third,
|
||||
Fourth,
|
||||
}
|
||||
|
||||
public static BuiltToScaleRvl instance;
|
||||
|
||||
const int IAAltDownCat = IAMAXCAT;
|
||||
|
||||
protected static bool IA_PadAltPress(out double dt)
|
||||
{
|
||||
return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
|
||||
}
|
||||
protected static bool IA_BatonAltPress(out double dt)
|
||||
{
|
||||
return PlayerInput.GetSqueezeDown(out dt);
|
||||
}
|
||||
|
||||
public static PlayerInput.InputAction InputAction_FlickAltPress =
|
||||
new("NtrBuiltAltFlickAltPress", new int[] { IAAltDownCat, IAFlickCat, IAAltDownCat },
|
||||
IA_PadAltPress, IA_TouchFlick, IA_BatonAltPress);
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
private double gameStartBeat = double.MinValue, gameEndBeat = double.MaxValue;
|
||||
List<ScheduledWidget> scheduledWidgets = new List<ScheduledWidget>();
|
||||
int widgetIndex;
|
||||
|
||||
public BezierCurve3D[] curve;
|
||||
public BezierCurve3D[] missCurve;
|
||||
public static readonly Dictionary<(int, int), int> curveMap = new Dictionary<(int, int), int> {
|
||||
{(-1, 0), 0}, // 01 in
|
||||
{(0, 1), 2}, {(1, 0), 2}, // 12
|
||||
{(1, 2), 3}, {(2, 1), 3}, // 23
|
||||
{(2, 3), 5}, {(3, 2), 5}, // 34
|
||||
{(4, 3), 7}, // 45 in
|
||||
{(0, 0), 9}, // 11
|
||||
{(1, 1), 10}, // 22
|
||||
{(2, 2), 11}, // 33
|
||||
{(3, 3), 13}, // 44
|
||||
{(-1, 1), 14}, // 02 in
|
||||
{(0, 2), 16}, {(2, 0), 16}, // 13
|
||||
{(1, 3), 18}, {(3, 1), 18}, // 24
|
||||
{(4, 2), 19}, // 35 in
|
||||
{(-1, 2), 22}, // 03 in
|
||||
{(0, 3), 25}, {(3, 0), 25}, // 14
|
||||
{(4, 1), 26}, // 25 in
|
||||
{(-1, 3), 28}, // 04 in
|
||||
{(4, 0), 30}, // 15 in
|
||||
};
|
||||
public static readonly Dictionary<(int, int), int> curveMapHigh = new Dictionary<(int, int), int> {
|
||||
{(1, 2), 4}, // 23 high
|
||||
{(3, 2), 6}, // 34 high
|
||||
{(2, 2), 12}, // 33 high
|
||||
{(0, 2), 17}, // 13 high
|
||||
{(4, 2), 20}, // 35 high
|
||||
{(-1, 2), 23}, // 03 high
|
||||
};
|
||||
public static readonly Dictionary<(int, int), int> curveMapOut = new Dictionary<(int, int), int> {
|
||||
{(0, -1), 1}, // 01 out
|
||||
{(3, 4), 8}, // 45 out
|
||||
{(1, -1), 15}, // 02 out
|
||||
{(2, 4), 21}, // 35 out
|
||||
{(2, -1), 24}, // 03 out
|
||||
{(1, 4), 27}, // 25 out
|
||||
{(3, -1), 29}, // 04 out
|
||||
{(0, 4), 31}, // 15 out
|
||||
};
|
||||
|
||||
const double WIDGET_SEEK_TIME = 10.0;
|
||||
|
||||
struct ScheduledWidget
|
||||
{
|
||||
public double beat;
|
||||
public double length;
|
||||
public int currentPos;
|
||||
public int nextPos;
|
||||
public int id;
|
||||
public CustomBounceItem[] bounceItems;
|
||||
public int endTime;
|
||||
public bool isShoot;
|
||||
public bool mute;
|
||||
}
|
||||
|
||||
public class CustomBounceItem
|
||||
{
|
||||
public int time = -1;
|
||||
public int pos;
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
gameStartBeat = beat;
|
||||
var firstEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(x => x.beat > gameStartBeat);
|
||||
gameEndBeat = firstEnd?.beat ?? gameEndBeat;
|
||||
|
||||
scheduledWidgets.Clear();
|
||||
widgetIndex = 0;
|
||||
var events = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "spawn rod", "custom spawn" }).FindAll(x => x.beat + x.length >= gameStartBeat && x.beat < gameEndBeat);
|
||||
foreach (var evt in events)
|
||||
{
|
||||
if (evt.length == 0) continue;
|
||||
int currentPos, nextPos;
|
||||
currentPos = evt["direction"] switch {
|
||||
(int)Direction.Left => -1,
|
||||
(int)Direction.Right => 4,
|
||||
_ => throw new System.NotImplementedException()
|
||||
};
|
||||
switch (evt.datamodel){
|
||||
case "builtToScaleRvl/spawn rod":
|
||||
nextPos = evt["direction"] switch {
|
||||
(int)Direction.Left => 0,
|
||||
(int)Direction.Right => 3,
|
||||
_ => throw new System.NotImplementedException()
|
||||
};
|
||||
break;
|
||||
case "builtToScaleRvl/custom spawn":
|
||||
nextPos = evt["target"] switch {
|
||||
(int)TargetBlock.First => 0,
|
||||
(int)TargetBlock.Second => 1,
|
||||
(int)TargetBlock.Third => 2,
|
||||
(int)TargetBlock.Fourth => 3,
|
||||
_ => throw new System.NotImplementedException()
|
||||
};
|
||||
break;
|
||||
default:
|
||||
throw new System.NotImplementedException();
|
||||
break;
|
||||
}
|
||||
|
||||
List<CustomBounceItem> bounceItems = CalcRodBounce(evt.beat, evt.length, evt["id"]);
|
||||
AddBounceOutSides(evt.beat, evt.length, currentPos, nextPos, evt["id"], ref bounceItems);
|
||||
bool isShoot, mute;
|
||||
int rodEndTime = CalcRodEndTime(evt.beat, evt.length, currentPos, nextPos, evt["id"], ref bounceItems, out isShoot, out mute);
|
||||
var widget = new ScheduledWidget
|
||||
{
|
||||
beat = evt.beat,
|
||||
length = evt.length,
|
||||
currentPos = currentPos,
|
||||
nextPos = nextPos,
|
||||
id = evt["id"],
|
||||
bounceItems = bounceItems.ToArray(),
|
||||
endTime = rodEndTime,
|
||||
isShoot = isShoot,
|
||||
mute = mute,
|
||||
};
|
||||
scheduledWidgets.Add(widget);
|
||||
}
|
||||
scheduledWidgets.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
}
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
OnGameSwitch(beat);
|
||||
}
|
||||
|
||||
public bool isPlayerOpen { get { return blocks[2].isOpen; } }
|
||||
public bool isPlayerPrepare { get { return blocks[2].isPrepare; } }
|
||||
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (!cond.isPlaying || cond.isPaused) return;
|
||||
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||
{
|
||||
PlayBlockOpen(2);
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_FlickAltPress) && !IsExpectingInputNow(InputAction_FlickAltPress))
|
||||
{
|
||||
PlayBlockShootMiss(2);
|
||||
}
|
||||
UpdateWidgets();
|
||||
}
|
||||
|
||||
void UpdateWidgets()
|
||||
{
|
||||
double beat = conductor.songPositionInBeatsAsDouble;
|
||||
while(widgetIndex < scheduledWidgets.Count)
|
||||
{
|
||||
var widget = scheduledWidgets[widgetIndex];
|
||||
if (widget.beat < beat + WIDGET_SEEK_TIME)
|
||||
{
|
||||
SpawnRod(widget.beat, widget.length, widget.currentPos, widget.nextPos, widget.id, widget.bounceItems, widget.endTime, widget.isShoot, widget.mute);
|
||||
widgetIndex++;
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnRod(double beat, double length, int currentPos, int nextPos, int id, CustomBounceItem[] bounceItems, int endTime, bool isShoot, bool mute = false)
|
||||
{
|
||||
var newRod = Instantiate(baseRod, widgetHolder).GetComponent<Rod>();
|
||||
|
||||
newRod.startBeat = beat;
|
||||
newRod.lengthBeat = length;
|
||||
newRod.currentPos = currentPos;
|
||||
newRod.nextPos = nextPos;
|
||||
newRod.ID = id;
|
||||
newRod.customBounce = bounceItems;
|
||||
newRod.endTime = endTime;
|
||||
newRod.isShoot = isShoot;
|
||||
if (isShoot)
|
||||
{
|
||||
double endBeat = beat + length * endTime;
|
||||
if (!mute) SoundByte.PlayOneShotGame("builtToScaleRvl/prepare", endBeat - 2*length);
|
||||
newRod.Squares = SpawnSquare(endBeat, id);
|
||||
}
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
newRod.Init();
|
||||
newRod.gameObject.SetActive(true);
|
||||
if (isPlayerOpen) PlayBlockIdle(2, beat);
|
||||
})
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
private Square[] SpawnSquare(double targetBeat, int id)
|
||||
{
|
||||
var newLeftSquare = Instantiate(baseLeftSquare, widgetHolder).GetComponent<Square>();
|
||||
var newRightSquare = Instantiate(baseRightSquare, widgetHolder).GetComponent<Square>();
|
||||
newLeftSquare.startBeat = this.gameStartBeat;
|
||||
newRightSquare.startBeat = this.gameStartBeat;
|
||||
newLeftSquare.targetBeat = targetBeat;
|
||||
newRightSquare.targetBeat = targetBeat;
|
||||
newLeftSquare.gameObject.SetActive(true);
|
||||
newRightSquare.gameObject.SetActive(true);
|
||||
newLeftSquare.Init();
|
||||
newRightSquare.Init();
|
||||
|
||||
return new Square[]{newLeftSquare, newRightSquare};
|
||||
}
|
||||
|
||||
public void SpawnAssembled()
|
||||
{
|
||||
var newAssembled =Instantiate(baseAssembled, widgetHolder);
|
||||
newAssembled.SetActive(true);
|
||||
}
|
||||
|
||||
private List<CustomBounceItem> CalcRodBounce(double beat, double length, int id)
|
||||
{
|
||||
var bounceItems = new List<CustomBounceItem>();
|
||||
var events = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "custom bounce" }).FindAll(x => x.beat > beat && x["id"] == id);
|
||||
|
||||
foreach(var evt in events)
|
||||
{
|
||||
var bounceEventTime = (int)Math.Ceiling((evt.beat-beat)/length);
|
||||
bounceItems.Add(new CustomBounceItem{
|
||||
time = bounceEventTime,
|
||||
pos = evt["target"] switch {
|
||||
(int)Target.OuterLeft => -1,
|
||||
(int)Target.First => 0,
|
||||
(int)Target.Second => 1,
|
||||
(int)Target.Third => 2,
|
||||
(int)Target.Fourth => 3,
|
||||
(int)Target.OuterRight => 4,
|
||||
_ => throw new System.NotImplementedException()
|
||||
},
|
||||
});
|
||||
}
|
||||
return bounceItems;
|
||||
}
|
||||
|
||||
private void AddBounceOutSides(double beat, double length, int currentPos, int nextPos, int id, ref List<CustomBounceItem> bounceItems)
|
||||
{
|
||||
var firstOut = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "out sides" }).Find(x => x.beat >= beat + length && x["id"] == id);
|
||||
if (firstOut is not null)
|
||||
{
|
||||
int earliestOutTime = (int)Math.Ceiling((firstOut.beat - beat)/length);
|
||||
int current = currentPos, next = nextPos;
|
||||
int outTime;
|
||||
var bounceItemsArray = bounceItems.ToArray();
|
||||
for (int time = 0; ; time++) {
|
||||
if (current is 0 or 3 && time >= earliestOutTime) {
|
||||
bounceItems.Add(new CustomBounceItem{
|
||||
time = time,
|
||||
pos = current switch {
|
||||
0 => -1,
|
||||
3 => 4,
|
||||
_ => throw new System.NotImplementedException()
|
||||
},
|
||||
});
|
||||
break;
|
||||
}
|
||||
int following = getFollowingPos(current, next, time+1, bounceItemsArray);
|
||||
current = next;
|
||||
next = following;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private int CalcRodEndTime(double beat, double length, int currentPos, int nextPos, int id, ref List<CustomBounceItem> bounceItems, out bool isShoot, out bool mute)
|
||||
{
|
||||
isShoot = false;
|
||||
mute = false;
|
||||
int earliestEndTime = int.MaxValue;
|
||||
var firstShoot = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "shoot rod" }).Find(x => x.beat >= beat + length && x["id"] == id);
|
||||
if (firstShoot is not null)
|
||||
{
|
||||
earliestEndTime = (int)Math.Ceiling((firstShoot.beat - beat)/length);
|
||||
isShoot = true;
|
||||
mute = firstShoot["mute"];
|
||||
}
|
||||
|
||||
bounceItems = bounceItems.FindAll(x => x.time < earliestEndTime);
|
||||
bounceItems.Sort((x, y) => x.time.CompareTo(y.time));
|
||||
var bounceOutSide = bounceItems.Find(x => x.pos is -1 or 4);
|
||||
if (bounceOutSide is not null)
|
||||
{
|
||||
earliestEndTime = bounceOutSide.time;
|
||||
isShoot = false;
|
||||
}
|
||||
if (!isShoot) return earliestEndTime;
|
||||
|
||||
int current = currentPos, next = nextPos;
|
||||
int shootTime;
|
||||
var bounceItemsArray = bounceItems.ToArray();
|
||||
for (int time = 0; ; time++) {
|
||||
if (current == 2 && time >= earliestEndTime) {
|
||||
shootTime = time;
|
||||
break;
|
||||
}
|
||||
int following = getFollowingPos(current, next, time+1, bounceItemsArray);
|
||||
current = next;
|
||||
next = following;
|
||||
}
|
||||
return shootTime;
|
||||
}
|
||||
|
||||
public void PlayBlockBounce(int position, double beat)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blocks[position].Bounce(beat);
|
||||
}
|
||||
public void PlayBlockBounceNearlyMiss(int position)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blocks[position].BounceNearlyMiss();
|
||||
}
|
||||
public void PlayBlockBounceMiss(int position)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blocks[position].BounceMiss();
|
||||
}
|
||||
|
||||
public void PlayBlockPrepare(int position, double beat = double.MinValue)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blocks[position].Prepare(beat);
|
||||
}
|
||||
public void PlayBlockShoot(int position)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blocks[position].Shoot();
|
||||
}
|
||||
public void PlayBlockShootNearlyMiss(int position)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blocks[position].ShootNearlyMiss();
|
||||
}
|
||||
public void PlayBlockShootMiss(int position)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blocks[position].ShootMiss();
|
||||
}
|
||||
|
||||
public void PlayBlockOpen(int position)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blocks[position].Open();
|
||||
}
|
||||
public void PlayBlockIdle(int position, double beat = double.MinValue)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blocks[position].Idle(beat);
|
||||
}
|
||||
|
||||
public void ToggleBlocksPresence(double beat, double length, bool inToScene, int ease, bool first, bool second, bool third, bool fourth)
|
||||
{
|
||||
var blocks = new bool[] {first, second, third, fourth};
|
||||
for (int i = 0; i < blocks.Length; i++) {
|
||||
if (blocks[i]) ActivateBlockVisualPresence(beat, length, i, inToScene, ease);
|
||||
}
|
||||
}
|
||||
|
||||
private void ActivateBlockVisualPresence(double beat, double length, int position, bool inToScene, int ease)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blocks[position].Move(beat, length, inToScene, ease);
|
||||
}
|
||||
|
||||
public static int getFollowingPos(int currentPos, int nextPos, int nextTime, CustomBounceItem[] bounceItems)
|
||||
{
|
||||
var bounce = Array.Find(bounceItems, x => x.time == nextTime);
|
||||
if (bounce is not null) return bounce.pos;
|
||||
|
||||
if (nextPos == 0) return 1;
|
||||
else if (nextPos == 3) return 2;
|
||||
else if (currentPos <= nextPos) return nextPos + 1;
|
||||
else if (currentPos > nextPos) return nextPos - 1;
|
||||
return nextPos;
|
||||
}
|
||||
public static bool IsPositionInRange(int position)
|
||||
{
|
||||
return position >= 0 && position <= 3;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs.meta
Normal file
11
Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1565b0e1a3919944d9562a98618681b5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
209
Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs
Normal file
209
Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs
Normal file
|
@ -0,0 +1,209 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using NaughtyBezierCurves;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
||||
{
|
||||
using HeavenStudio.Util;
|
||||
public class Rod : MonoBehaviour
|
||||
{
|
||||
[System.NonSerialized] public double startBeat, lengthBeat, currentBeat;
|
||||
[System.NonSerialized] public int currentPos, nextPos;
|
||||
[System.NonSerialized] public int ID;
|
||||
private BezierCurve3D currentCurve;
|
||||
private Animator rodAnim;
|
||||
[System.NonSerialized] public bool isShoot = false;
|
||||
public Square[] Squares;
|
||||
private bool isMiss = false;
|
||||
private bool isNearlyMiss = false;
|
||||
[System.NonSerialized] public int time, endTime = int.MaxValue;
|
||||
[System.NonSerialized] public BuiltToScaleRvl.CustomBounceItem[] customBounce;
|
||||
public float missAngle, fallingAngle;
|
||||
|
||||
private BuiltToScaleRvl game;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
game = BuiltToScaleRvl.instance;
|
||||
rodAnim = GetComponent<Animator>();
|
||||
currentBeat = startBeat;
|
||||
time = 0;
|
||||
BounceRecursion(startBeat, lengthBeat, currentPos, nextPos);
|
||||
setParameters(currentPos, nextPos);
|
||||
fallingAngle = fallingAngle * UnityEngine.Random.Range(-1f, 1f);
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
rodAnim.speed = 0.5f / cond.pitchedSecPerBeat / (float)lengthBeat;
|
||||
transform.localEulerAngles = new Vector3(0, 0, 0);
|
||||
if (currentCurve is not null)
|
||||
{
|
||||
float curveProg = cond.GetPositionFromBeat(currentBeat, lengthBeat);
|
||||
if (curveProg > 1) curveProg = 1 + (curveProg-1)*0.5f;
|
||||
if (isMiss) {
|
||||
transform.position = currentCurve.GetPoint(curveProg);
|
||||
transform.localEulerAngles = new Vector3(0, 0, fallingAngle*curveProg);
|
||||
} else if (currentPos <= nextPos) {
|
||||
transform.position = currentCurve.GetPoint(curveProg);
|
||||
if (isNearlyMiss) transform.localEulerAngles = new Vector3(0, 0, missAngle*(1 - curveProg));
|
||||
} else {
|
||||
transform.position = currentCurve.GetPoint(1 - curveProg);
|
||||
if (isNearlyMiss) transform.localEulerAngles = new Vector3(0, 0, missAngle*(1 - curveProg));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void BounceRecursion(double beat, double length, int currentPos, int nextPos, bool playBounce = true)
|
||||
{
|
||||
var actions = new List<BeatAction.Action>();
|
||||
|
||||
if (BuiltToScaleRvl.IsPositionInRange(currentPos) && playBounce)
|
||||
{
|
||||
actions.Add(new BeatAction.Action(beat, () => game.PlayBlockBounce(currentPos, beat + length)));
|
||||
}
|
||||
|
||||
actions.Add(new BeatAction.Action(beat, delegate
|
||||
{
|
||||
this.currentBeat = beat;
|
||||
this.time++;
|
||||
setParameters(currentPos, nextPos);
|
||||
}));
|
||||
|
||||
if (!BuiltToScaleRvl.IsPositionInRange(nextPos))
|
||||
{
|
||||
actions.Add(new BeatAction.Action(beat + length, () => End()));
|
||||
}
|
||||
else if (nextPos == 2)
|
||||
{
|
||||
if (isShoot && time + 1 == endTime) {
|
||||
actions.Add(new BeatAction.Action(beat, () => game.PlayBlockPrepare(nextPos, beat + length)));
|
||||
game.ScheduleInput(beat, length, BuiltToScaleRvl.InputAction_FlickAltPress, ShootOnHit, ShootOnMiss, Empty, CanShootHit);
|
||||
}
|
||||
else {
|
||||
game.ScheduleInput(beat, length, BuiltToScaleRvl.InputAction_BasicPress, BounceOnHit, BounceOnMiss, Empty, CanBounceHit);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
actions.Add(new BeatAction.Action(beat, delegate
|
||||
{
|
||||
int followingPos = BuiltToScaleRvl.getFollowingPos(currentPos, nextPos, time, customBounce);
|
||||
BounceRecursion(beat + length, length, nextPos, followingPos);
|
||||
}));
|
||||
}
|
||||
|
||||
if (BuiltToScaleRvl.IsPositionInRange(currentPos))
|
||||
{
|
||||
actions.Add(new BeatAction.Action(beat + length, () => game.PlayBlockIdle(currentPos, beat + length)));
|
||||
}
|
||||
|
||||
BeatAction.New(game, actions);
|
||||
}
|
||||
|
||||
void setParameters(int currentPos, int nextPos)
|
||||
{
|
||||
this.currentPos = currentPos;
|
||||
this.nextPos = nextPos;
|
||||
|
||||
if (currentPos < nextPos) {
|
||||
rodAnim.SetFloat("speed", 1f);
|
||||
} else if (currentPos > nextPos){
|
||||
rodAnim.SetFloat("speed", -1f);
|
||||
}
|
||||
if (isShoot && time == endTime) {
|
||||
Debug.Log($"{currentPos} {nextPos}");
|
||||
currentCurve = game.curve[BuiltToScaleRvl.curveMapHigh[(currentPos, nextPos)]];
|
||||
} else if (BuiltToScaleRvl.IsPositionInRange(nextPos)) {
|
||||
currentCurve = game.curve[BuiltToScaleRvl.curveMap[(currentPos, nextPos)]];
|
||||
} else {
|
||||
currentCurve = game.curve[BuiltToScaleRvl.curveMapOut[(currentPos, nextPos)]];
|
||||
}
|
||||
}
|
||||
|
||||
private void BounceOnHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
int followingPos = BuiltToScaleRvl.getFollowingPos(currentPos, nextPos, time, customBounce);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
isNearlyMiss = true;
|
||||
BeatAction.New(game, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => isNearlyMiss = false)});
|
||||
game.PlayBlockBounceNearlyMiss(nextPos);
|
||||
BounceRecursion(currentBeat + lengthBeat, lengthBeat, nextPos, followingPos, false);
|
||||
return;
|
||||
}
|
||||
|
||||
game.PlayBlockBounce(nextPos, currentBeat + 2*lengthBeat);
|
||||
BounceRecursion(currentBeat + lengthBeat, lengthBeat, nextPos, followingPos, false);
|
||||
}
|
||||
private void BounceOnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
Falling();
|
||||
}
|
||||
private bool CanBounceHit()
|
||||
{
|
||||
return !game.isPlayerOpen;
|
||||
}
|
||||
private void Falling()
|
||||
{
|
||||
int missCurveIndex = (currentPos > nextPos) ? 0 : 1;
|
||||
currentCurve = game.missCurve[missCurveIndex];
|
||||
|
||||
currentBeat = Conductor.instance.songPositionInBeats;
|
||||
rodAnim.SetFloat("speed", -1f);
|
||||
isMiss = true;
|
||||
game.PlayBlockBounceMiss(nextPos);
|
||||
BeatAction.New(game, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(currentBeat + lengthBeat*0.2f, delegate {
|
||||
GetComponent<SpriteRenderer>().sortingOrder = 1;
|
||||
}),
|
||||
new BeatAction.Action(currentBeat + lengthBeat, delegate {
|
||||
game.PlayBlockIdle(nextPos, currentBeat + lengthBeat);
|
||||
End();
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
private void ShootOnHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
Falling();
|
||||
return;
|
||||
}
|
||||
|
||||
game.PlayBlockShoot(nextPos);
|
||||
foreach (var square in Squares) {
|
||||
Destroy(square.gameObject);
|
||||
}
|
||||
game.SpawnAssembled();
|
||||
End();
|
||||
}
|
||||
private void ShootOnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
if (game.isPlayerPrepare)
|
||||
{
|
||||
GetComponent<SpriteRenderer>().sortingOrder = 1;
|
||||
game.PlayBlockShootMiss(nextPos);
|
||||
BeatAction.New(game, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => End())});
|
||||
}
|
||||
else
|
||||
{
|
||||
Falling();
|
||||
}
|
||||
}
|
||||
private bool CanShootHit()
|
||||
{
|
||||
return game.isPlayerPrepare;
|
||||
}
|
||||
|
||||
private void Empty(PlayerActionEvent caller) {}
|
||||
|
||||
void End()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs.meta
Normal file
11
Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8ec1cab7d9e6a524ea33d97cc16dd757
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
64
Assets/Scripts/Games/BuiltToScaleRvl/Square.cs
Normal file
64
Assets/Scripts/Games/BuiltToScaleRvl/Square.cs
Normal file
|
@ -0,0 +1,64 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using NaughtyBezierCurves;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
||||
{
|
||||
using HeavenStudio.Util;
|
||||
public class Square : MonoBehaviour
|
||||
{
|
||||
public string anim;
|
||||
public double startBeat, targetBeat, lengthBeat = 1;
|
||||
public int endTime;
|
||||
public Vector3 CorrectionPos;
|
||||
private Animator squareAnim;
|
||||
|
||||
private BuiltToScaleRvl game;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
game = BuiltToScaleRvl.instance;
|
||||
squareAnim = GetComponent<Animator>();
|
||||
var endTime = (int)Math.Ceiling((targetBeat - startBeat)/lengthBeat);
|
||||
transform.position = transform.position - endTime * CorrectionPos;
|
||||
double beat = targetBeat - lengthBeat * endTime;
|
||||
squareAnim.Play(anim, 0, (beat==0 ? 0 : 1));
|
||||
Recursion(beat, lengthBeat);
|
||||
}
|
||||
|
||||
private void Recursion(double beat, double length)
|
||||
{
|
||||
if (beat > targetBeat + 10 * lengthBeat) End();
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + length, delegate
|
||||
{
|
||||
transform.position = transform.position + CorrectionPos;
|
||||
squareAnim.Play(anim, 0, 0);
|
||||
Recursion(beat + length, length);
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
||||
void PositionCorrection()
|
||||
{
|
||||
var pos = transform.position;
|
||||
Debug.Log(transform.position);
|
||||
transform.position = pos + CorrectionPos;
|
||||
Debug.Log(transform.position);
|
||||
}
|
||||
|
||||
void ChangeSortingOrder(int order)
|
||||
{
|
||||
GetComponent<SortingGroup>().sortingOrder = order;
|
||||
}
|
||||
|
||||
void End()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/BuiltToScaleRvl/Square.cs.meta
Normal file
11
Assets/Scripts/Games/BuiltToScaleRvl/Square.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4a58a1412715a2c44871302b982e0df8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -73,6 +73,16 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader NtrFlickLoader failed!");
|
||||
}
|
||||
|
||||
game = RvlBuiltLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader RvlBuiltLoader failed!");
|
||||
}
|
||||
|
||||
game = PcoCanneryLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue