From 6b58b427c85f12ef408362532501344a4ab6b44a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E3=83=95=E3=83=9E=E3=82=B8=E3=83=A1?= <161014075+fu-majime@users.noreply.github.com> Date: Thu, 28 Mar 2024 00:22:51 +0900 Subject: [PATCH] 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> --- Assets/Resources/Games/builtToScaleRvl.prefab | 4838 ++++++ .../Games/builtToScaleRvl.prefab.meta | 7 + .../BuiltToScaleDS/Materials/World/Belt.mat | 2 +- .../Prefabs/Games/BuiltToScaleRvl.meta | 8 + 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@@ +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(); + 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; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/BuiltToScaleRvl/Block.cs.meta b/Assets/Scripts/Games/BuiltToScaleRvl/Block.cs.meta new file mode 100644 index 00000000..37e29e8a --- /dev/null +++ b/Assets/Scripts/Games/BuiltToScaleRvl/Block.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: af1ad68da0d45f4459bc6f243a8749c0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs b/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs new file mode 100644 index 00000000..a03e7cba --- /dev/null +++ b/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs @@ -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() + { + new GameAction("spawn rod", "Spawn Rod") + { + defaultLength = 1f, + resizable = true, + parameters = new List() + { + 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() + { + 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() + { + 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() + { + 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() + { + 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() + { + 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() { "rvl", "normal" }, "rvlbuilt", "en", new List() { }); + } + } +} + +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 scheduledWidgets = new List(); + 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 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(); + + 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() + { + 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(); + var newRightSquare = Instantiate(baseRightSquare, widgetHolder).GetComponent(); + 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 CalcRodBounce(double beat, double length, int id) + { + var bounceItems = new List(); + 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 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 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; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs.meta b/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs.meta new file mode 100644 index 00000000..f9719c29 --- /dev/null +++ b/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1565b0e1a3919944d9562a98618681b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs b/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs new file mode 100644 index 00000000..bc5cf47e --- /dev/null +++ b/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs @@ -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(); + 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(); + + 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() {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() { + new BeatAction.Action(currentBeat + lengthBeat*0.2f, delegate { + GetComponent().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().sortingOrder = 1; + game.PlayBlockShootMiss(nextPos); + BeatAction.New(game, new List() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => End())}); + } + else + { + Falling(); + } + } + private bool CanShootHit() + { + return game.isPlayerPrepare; + } + + private void Empty(PlayerActionEvent caller) {} + + void End() + { + Destroy(gameObject); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs.meta b/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs.meta new file mode 100644 index 00000000..310f8210 --- /dev/null +++ b/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8ec1cab7d9e6a524ea33d97cc16dd757 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/BuiltToScaleRvl/Square.cs b/Assets/Scripts/Games/BuiltToScaleRvl/Square.cs new file mode 100644 index 00000000..3dc16736 --- /dev/null +++ b/Assets/Scripts/Games/BuiltToScaleRvl/Square.cs @@ -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(); + 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() + { + 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().sortingOrder = order; + } + + void End() + { + Destroy(gameObject); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/BuiltToScaleRvl/Square.cs.meta b/Assets/Scripts/Games/BuiltToScaleRvl/Square.cs.meta new file mode 100644 index 00000000..904fce62 --- /dev/null +++ b/Assets/Scripts/Games/BuiltToScaleRvl/Square.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4a58a1412715a2c44871302b982e0df8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs index db95ded5..61a7531e 100644 --- a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs +++ b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs @@ -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) { diff --git a/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset b/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset index f722ae76..9d3289bd 100644 --- a/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset +++ b/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset @@ -182,5 +182,11 @@ MonoBehaviour: - Assets/X-PostProcessing/Effects/AuroraVignette/AuroraVignette.cs - Assets/X-PostProcessing/Effects/PixelizeTriangle/Editor/PixelizeTriangleEditor.cs - Assets/Scripts/AppInfo.cs + - Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs + - Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs + - Assets/Scripts/Games/BonOdori/BonOdori.cs + - Assets/Scripts/Games/BuiltToScaleRvl/Block.cs + - Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs + - Assets/Scripts/Games/BuiltToScaleRvl/Square.cs PathsToSkipImportEvent: [] PathsToIgnoreOverwriteSettingOnAttribute: []