From 6bc0ca2c6f778e64daef88c243c71503d66970d6 Mon Sep 17 00:00:00 2001 From: minenice55 Date: Mon, 15 Jan 2024 14:22:26 -0500 Subject: [PATCH] tunnel scroll working dough fix --- Assets/Resources/Games/tunnel.prefab | 1345 ++++++++++++++++- .../Games/Tunnel/Backgrounds/Animation.meta | 8 + .../Backgrounds/Animation/BG.controller | 132 ++ .../Backgrounds/Animation/BG.controller.meta | 8 + .../Tunnel/Backgrounds/Animation/Beach.anim | 169 +++ .../Backgrounds/Animation/Beach.anim.meta | 8 + .../Backgrounds/Animation/BeachFar.anim | 169 +++ .../Backgrounds/Animation/BeachFar.anim.meta | 8 + .../Backgrounds/tunnel_beach_assets.png.meta | 51 +- Assets/Scripts/Games/Tunnel/Tunnel.cs | 2 +- .../Games/WizardsWaltz/WizardsWaltz.cs | 2 + .../WorkingDough/PlayerEnterDoughBall.cs | 43 +- .../Games/WorkingDough/WorkingDough.cs | 18 +- .../SpecialTmeline/SpecialTimeline.cs | 2 +- 14 files changed, 1833 insertions(+), 132 deletions(-) create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation.meta create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BG.controller create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BG.controller.meta create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/Beach.anim create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/Beach.anim.meta create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BeachFar.anim create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BeachFar.anim.meta diff --git a/Assets/Resources/Games/tunnel.prefab b/Assets/Resources/Games/tunnel.prefab index cb3b9a3d..be85e869 100644 --- a/Assets/Resources/Games/tunnel.prefab +++ b/Assets/Resources/Games/tunnel.prefab @@ -1,5 +1,89 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!1 &51090610655075947 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] diff --git a/Assets/Scripts/Games/Tunnel/Tunnel.cs b/Assets/Scripts/Games/Tunnel/Tunnel.cs index 2ae78ed3..88107964 100644 --- a/Assets/Scripts/Games/Tunnel/Tunnel.cs +++ b/Assets/Scripts/Games/Tunnel/Tunnel.cs @@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders { public static Minigame AddGame(EventCaller eventCaller) { - return new Minigame("tunnel", "Tunnel \n[WIP]", "c00000", false, false, new List() + return new Minigame("tunnel", "Tunnel", "c00000", false, false, new List() { new GameAction("cowbell", "Start Cowbell") { diff --git a/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs b/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs index 66919c7c..0bfc71d5 100644 --- a/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs +++ b/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs @@ -94,6 +94,8 @@ namespace HeavenStudio.Games { SetWizardOffset(beat); crHandlerInstance = null; + queuedIntervals.Clear(); + passedTurns.Clear(); } public override void OnGameSwitch(double beat) diff --git a/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs b/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs index 379b3178..38ac59a6 100644 --- a/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs +++ b/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs @@ -36,6 +36,8 @@ namespace HeavenStudio.Games.Scripts_WorkingDough private PlayerActionEvent wrongInput; private PlayerActionEvent rightInput; + bool canJust, canWrong; + [SerializeField] private GameObject gandw; private void Awake() @@ -47,15 +49,17 @@ namespace HeavenStudio.Games.Scripts_WorkingDough { startBeat = beat; big = isBig; + canJust = true; + canWrong = true; enterPath = game.GetPath("PlayerEnter"); hitPath = game.GetPath("PlayerHit"); barelyPath = game.GetPath("PlayerBarely"); missPath = game.GetPath("PlayerMiss"); weakPath = game.GetPath("PlayerWeak"); - rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty); + rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty, CanJust); if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch) - wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty); + wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty, CanWrong); currentState = State.Entering; if (gandw != null) gandw.SetActive(hasGandw); @@ -114,16 +118,31 @@ namespace HeavenStudio.Games.Scripts_WorkingDough } } + bool CanJust() + { + return canJust; + } + + bool CanWrong() + { + return canWrong; + } + private void Just(PlayerActionEvent caller, float state) { if (wrongInput != null) + { + canWrong = false; wrongInput.Disable(); - double beat = Conductor.instance.songPositionInBeats; + wrongInput.CleanUp(); + } + if (currentState is State.Hit or State.Barely or State.Weak) return; + double beat = Conductor.instance.songPositionInBeatsAsDouble; startBeat = beat; game.playerImpact.SetActive(true); BeatAction.New(game, new List() { - new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }), + new BeatAction.Action(beat + 0.1, delegate { game.playerImpact.SetActive(false); }), }); if (state >= 1f || state <= -1f) { @@ -142,6 +161,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough Update(); return; } + Debug.Log($"hit at {beat}"); currentState = State.Hit; if (big) { @@ -160,17 +180,23 @@ namespace HeavenStudio.Games.Scripts_WorkingDough if (gandw != null) hasGandw = gandw.activeSelf; BeatAction.New(game, new List() { - new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }), - new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }), - new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }), + new BeatAction.Action(beat + 0.9, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }), + new BeatAction.Action(beat + 1, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }), + new BeatAction.Action(beat + 2, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }), }); Update(); } private void WrongInput(PlayerActionEvent caller, float state) { + if (rightInput != null) + { + canJust = false; + rightInput.Disable(); + rightInput.CleanUp(); + } + if (currentState is State.Hit or State.Barely or State.Weak) return; double beat = Conductor.instance.songPositionInBeats; - rightInput.Disable(); game.playerImpact.SetActive(true); BeatAction.New(game, new List() { @@ -193,6 +219,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough SoundByte.PlayOneShotGame("workingDough/tooSmall"); Destroy(gameObject); } + game.ScoreMiss(); } private void Miss(PlayerActionEvent caller) diff --git a/Assets/Scripts/Games/WorkingDough/WorkingDough.cs b/Assets/Scripts/Games/WorkingDough/WorkingDough.cs index 79478510..1d527798 100644 --- a/Assets/Scripts/Games/WorkingDough/WorkingDough.cs +++ b/Assets/Scripts/Games/WorkingDough/WorkingDough.cs @@ -263,15 +263,8 @@ namespace HeavenStudio.Games private List GetAllBallsInBetweenBeat(double beat, double endBeat) { List ballEvents = EventCaller.GetAllInGameManagerList("workingDough", new string[] { "small ball", "big ball" }); - List tempEvents = new(); - - foreach (var entity in ballEvents) - { - if (entity.beat >= beat && entity.beat < endBeat) - { - tempEvents.Add(entity); - } - } + List tempEvents = ballEvents.FindAll(x => x.beat >= beat && x.beat < endBeat); + tempEvents.Sort((x, y) => x.beat.CompareTo(y.beat)); return tempEvents; } @@ -426,6 +419,7 @@ namespace HeavenStudio.Games public void SpawnPlayerBall(double beat, bool isBig, bool hasGandw) { + Debug.Log($"Spawned player ball for beat {beat} (big: {isBig})"); var objectToSpawn = isBig ? playerEnterBigBall : playerEnterSmallBall; var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder); @@ -481,6 +475,12 @@ namespace HeavenStudio.Games } } + public override void OnPlay(double beat) + { + queuedIntervals.Clear(); + passedTurns.Clear(); + } + void Update() { if (spaceshipRising && !bgDisabled) spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength); diff --git a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs index f480ed42..ca637f87 100644 --- a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs +++ b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs @@ -200,7 +200,7 @@ namespace HeavenStudio.Editor.Track if (create) { - RiqEntity volumeC = GameManager.instance.Beatmap.AddNewVolumeChange(Timeline.instance.MousePos2BeatSnap, 100f); + RiqEntity volumeC = GameManager.instance.Beatmap.AddNewVolumeChange(Timeline.instance.MousePos2BeatSnap, 80f); volumeTimelineObj.chartEntity = volumeC; CommandManager.Instance.AddCommand(new Commands.AddMarker(volumeC, volumeC.guid, HoveringTypes.VolumeChange)); }